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Enyo’s Guide To Neverwinter

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Whoa! This isn't a class guide! This a guide to Neverwinter, which can be used by any player of any class!

Hello! I'm Enyo. I've played Neverwinter now for 4 years, and also run one of the more popular Trickster Rogue guides currently here on Mmominds. I've gotten really comfortable with the formatting style of Mmominds, and I've definitely always wanted to create more general guides to the game.

This particular guide is going to be a guide to everything and anything - there is probably going to be a ton of information on here. Likely there will be spelling errors, grammar errors and maybe even wrong information. Don't complain about it and point fingers; just let me know and I will fix it. I love helping people out, it's definitely not my intention to mislead or misguide players. Just keep that in mind!

Anyway, enjoy the guide and if you have suggestions or requests for Information to add to the guide, let me know and I'll do my best to add it in! Ciao for now ~


Levelling Guide

Some of this may not be obtainable for players new to the game. Don't sweat too much if you can't afford / obtain something 🙂

Also please note, it's actually more effective to Level 1 - 70 solo. Higher levels actually will steal your XP from enemy kills, which actually amounts to a lot - so it's highly suggested you quest alone. 


  • Azures in your Utilities
  • Radiants in your Offences
  • Azures or Radiants in your Defences.
    • Any Rank of Enchantment Works (The higher the better)
    • Don't know what an Enchantment is or how it works? Click here

 

  • Farm up a "Huntsman Cloak" from the Master of the Hunt Skirmish
    • Offers an Offense & Utility, +5% XP Gain
    • Requires Lvl 60+ to Equip
    • Not obtainable for New Players

 

  • Buy a Level 60 Artifact Belt from the Auction House - good stats, and lets you slot another Azure Enchantment in Utility for more XP Gain.
    • Not entirely necessary, but they're fairly cheap and they can help.
    • A good Alternative is the Xvim Belt - can be equiped at any level, does not have a Utility Slot though

 

 

  • Find a guild with an XP Bonus Boon if you can
    • Don't let XP Boons be a deal breaker on Guilds
    • It helps, but it's not necessary

 

  • Level 12+ Invoke as often as possible
    • Start Invokes by talking to Aralynn The Pious 
      • Location shown in Image below
    • Invoking grants lots of XP for your character; but there are other benefits. Click here to learn more.
    • You can only Invoke at a Campfire unless your VIP Rank exceeds Rank 5 - learn more about VIP here.

 

  • Level 20+ - Complete your Stronghold Quests daily
    • They not only give you tons of XP, but they help your Guild grow stronger
    • Want to learn more about the Stronghold? Click here

 

  • Do Quests until Level 25
  • Level 25+, kill Dire Bears in the Stronghold Map until Level 40-45
    • See imagine below for Dire Bear's location. 

 

  • Resume completing Quests until Level 60
    • Feel free to skip the map "Mount Hotenow" - you won't need the XP
    • You'll likely reach Level 60 in the Whispering Caverns - feel free to ditch Whispering Caverns once you reach Level 60.

 

 

  • At Level 60, hold off on the Underdark / Mantol Derith Quests, just move onto the Elemental Evil Campaign (Drowned Shore First)
    • You can Start the Elemental Evil campaign by speaking with either Archdruid Morningdawn or Minsc (I forget who)
    • The Underdark / Mantol Derith Quest Line is called Dwarven King Quest Arc - it gives level based XP, while Elemental Evil does not, which is what makes it a more ideal choice at later levels.
  • At Level 65+ start the Underdark / Mantol Derith Quests, they give level-based XP and they are much more worth while at this stage.
    • You can start the Dwarven King Quest Arc by speaking with Captain Belgold in Protector's Enclave
    • Farm Spinward Rise after completing these quests all the way until Level 70.
      • Benefit to farming Spinward Rise if you get your first Artifact Weapon Set. Check 'em out here.


Campaigns

What are Campaigns? Campaigns aure quest/story-lines you work through, usually on a daily basis until complete. Each campaign works differently - be it the gear it gives (if it gives any at all), the boons or the main one - difficulty levels. There's too many campaigns to work on completing all at the same time, and often players come to me with "Where do I start?" So I'll brief it over, in order of importance on where to start because of time efficiency and how beneficial it is to a new player or character - maybe you'll disagree with it, maybe you won't. That, I leave up to you. Either way, enjoy!



Starting Campaigns

You've probably heard already that Level 70 is where it's at - it's where the game begins. No lie, it's probably true. At Level 70, you unlock campaigns, new areas, have access to Epic gear, can use artifact gear, have unlocked epic dungeons and skirmishes, and a whole list of several things.

Some of the common things I hear from new players though is;

  • "There's too many Campaigns to do, too many Daily Quests! Where do I start, what do I focus on?"
  • "I want to run Epic Dungeons for Protector's Seals for Epic Gear... but my Item Level isn't high enough! What do I do then?"
  • "I'm too weak, I'm too squishy, I die on everything, I can't solo anything - how do I get stronger"

and once again, the list goes on. There is A LOT  to take in once you Level 70. So, I'm going to tell you the key points to success at Level 70. In particular in this section of the guide - Campaigns. Let's face it, there's a lot of options in regards to Campaigns when you hit Level 70 - so I'm going to list at least in my opinion, where you should start with Campaigns.

The Auto - Keybind for your Campaign Window is ( ] )


Basically here is a list of what campaigns to start with, in order of where to focus on first to last.

  • Please note this is not in Order of technical "Importance" - this is just generally whats going to currently benefit a player NEW to the game.

1) Benign Order of the Third Eye - This is a super easy and in reality unrewarding Campaign that you often start before Level 20, or just around. This should definitely be finished by Level 70, and if it's not, go speak to Sergeant Knox right away and get this out of the way.


2) Elemental Evil - Since you're Level 70, I would assume it's safe to guess that you've already either started or completed this Campaign. Elemental Evil is one of the few Campaigns where you can farm and finish it at your own pace; not the pace the game says you have to go with daily quests and whatnot. Elemental Evil should only take a few days to complete, even less depending how many hours you're putting into it.


3) Sharandar - Sharandar is the very first Campaign to ever be released into the game. It can be started at Level 64 but personally - it's not so long of a Campaign that I'd recommend starting it before Level 70, solely because the XP the quests give are crap. The foes in the Sharandar areas are below Level 70, often making the process of doing your daily quests much quicker.


4) Dread Ring & Underdark Campaigns - I had to really think about this one because when working on the Dread Ring Campaign, you definitely want to concentrate on completing the Underdark Campaign at the same time. They both in a sense correspond with each other, more-so that Dread Ring helps support your progress through the Underdark Campaign. In the Dread Ring map, one of your daily quests requires you to complete x3 Demonic Encounters, which in the process of completing them grant you Demonic Ichor, Faerzress and a chance at Salvageable Rare (Blue) Rings you can either use, or Salvage for Astral Diamonds.

  • The Demonic Ichor goes towards buying Drowcraft Armor which is probably the best Epic Gear to start with in the game.
  • The Faerzress goes towards the Underdark Campaign, and will help you obtain the corresponding Boons, and also unlock the Epic Demogorgon skirmish.
  • On top of all this - you're still gaining your Dread Ring Boons. Its a win-win situation.


5) The Maze Engine - You may have already started this Campaign to be honest. This Campaign only consists of 1 Daily Quest - it's fairly quick, fairly easy. The only catch to this campaign is it takes a good 2 or 3 months to complete - but it does reward Boons, and while the Boons may not seem the most beneficial, remember even the smallest of buffs to your character are better than having none.


6) Icewind Dale - This is where things start to get a little more complicated. Icewind Dale, from my experiences with newer players - is actually pretty tough to Solo if you aren't decently geared yet. Even if you can Solo, your dailies often take much longer. The reason I put this much lower than the other Campaigns, is solely because by the time you finish the Campaigns listed above, you'll likely be stronger, have better gear and will be more prepared to start towards this Campaign.


7) Tyranny of Dragons - In all honestly, you may have started or been doing this campaign since you were Level 30. It's probably the toughest Campaign to complete as far as length goes - because this Campaign takes ages to complete. One of the problems I hear from several players is that like Icewind Dale, it's tough to Solo the daily quests in the Well of the Dragon map, and even the quests from Protector's Enclave like Mithral Mines or Ghost Stories - are often tough to complete Solo as well. Again, I recommend starting this at a later time for the exact same reasons as Icewind Dale.


8) River District - Before anything else, I really want to stress that if you have a buddy or someone that can help carry you through this Campaign and you don't have to do it Solo - then start this ASAP, and complete the Daily Quests everyday. River District will grant you some of the better options for Artifact Weapon sets you can ask to get right now. It's also considered "Endgame" content, which in other words its either going to not be solo friendly, or its going to take you ages to kill stuff. Its the way it is and it sucks, I know.


9) Storm Kings Thunder I want to stress straight off the bat, Bryn Shander & The Sea of Moving Ice are both maps related to this campaign, and yes, I've realized you can unlock both of them immediately. Storm Kings Thunder is likely the hardest Campaign to complete out there - you can obtain the best current Artifact Weapon Set in the Sea of Moving Ice, and in reality they aren't too bad to "Restore" (it's complicated) but, in order to rank them up from Common>Rare>Epic>Legendary you need to complete the Svardborg raid for the correct Reagents. In order to run Svardborg you need a minimum Item Level of 9200 - which will take a while. So it's best to leave this to last and work your way down the line of Campaigns.


-- PvP Campaign - PvP Campaign is 100% optional and does not offer anything for you to gain PvE wise.

 


Gearing Up At Level 70

You've probably heard already that Level 70 is where it's at - it's where the game begins. No lie, it's probably true. At Level 70, you unlock campaigns, new areas, have access to Epic gear, can use artifact gear, have unlocked epic dungeons and skirmishes, and a whole list of several things.

Some of the common things I hear from new players though is;

  • "There's too many Campaigns to do, too many Daily Quests! Where do I start, what do I focus on?"
  • "I want to run Epic Dungeons for Protector's Seals for Epic Gear... but my Item Level isn't high enough! What do I do then?"
  • "I'm too weak, I'm too squishy, I die on everything, I can't solo anything - how do I get stronger"

and once again, the list goes on. There is A LOT  to take in once you Level 70. So, I'm going to tell you the key points to success at Level 70. In particular in this section of the guide - gear. Mostly starting with players freshly at Level 70 with 0 idea what to do.

A great reference for gear is the Collections Page - The Collections Page basically layouts all the things in Neverwinter you can obtain; so everything from gear, to mounts, to companions, to event-related items.To top it off, it not only lets you view the items, it also usually references where you can find / obtain them from. As said, typically a really good reference to check out in general.

 You can check out the Collections Page by using the games auto-keybind (Ctrl + J)

 



Common Gear Sets

Finding good gear is always tricky - and hey, that's okay! It might take a little while to get what you're aiming at, but it's part of the game, there's no need to rush. For starters, here's a few general suggestions if you're fresh at Level 70;

  • Company Gear (Head / Armor / Arms / Feet)
    • Most likely your best option as far as gear goes right now
    • Can be purchased in the Stronghold from The Outfitter with Guild Marks
    • Each piece offers 420 Item Level (1680 together)
    • Head, Arms & Feet pieces are 4000 Guild Marks each, while the Armor piece is 6000 Guild Marks.
    • Click here to view this set in more detail

 


  • Dusk Set (Head / Armor / Arms / Feet)
    • Can be purchased via The Tarmalune Trade Bar Shop
      • You can get Tarmalune Trade Bars by opening Lockboxes; works best if you have VIP
    • The Arms piece can actually be bought off the Auction House - usually a great starter investment
    • Important to note - the Dusk pieces give 405 Item Level, which yes - is lower than the Company Gear. The benefit to the Dusk set is the Set Bonus 3/3, +1000 Power & Defence when in a Party - making Dusk a more beneficial option than Company.
    • To purchase this set;
      • Open your Inventory ( I )
      • Go to the "Riches" tab
      • Click on the "Spend" button beside "Tarmalune Trade Bars"
      • Select "Equipment"
      • Select the Class you want to purchase for (Preferably your own!)
      • Click on the "Legacy" tab at the top
    • Click here to view this set in more detail

 


  • Drowcraft Armor (Head / Armor / Arms / Feet + Shirt / Pants + Ring)
    • Can be purchased from Mizrei Aldarunhel (Weapon Vender) in Mantol Derith with Demonic Ichor
      • Demonic Ichor can be obtain from running and completing;
        • Demonic Heroic Encounters (Dread Ring, Stronghold, Icewind Dale, Tyranny of Dragons)
        • Throne of the Dwarven God
        • Prophecy of Madness
        • Demogorgon
    • It's best to invest in the Head / Armor / Arms / Feet pieces first, and buy the Shirt / Pants off the Auction House as they're very cheap, affordable, and well worth the investment.
    • You'll likely gain Demonic Ichor naturally by completing Dread Ring quests, and also farming your daily AD from skirmishes
    • Same deal as with the Dusk Gear - Item Level is 405.
    • Click here to view this set in more detail

 



Weapons

Weapons sadly don't present too many options. By far, the best options for weapons are any of the Artifact Weapons.

  • Elemental Fire Weapon Set
    • You obtain your Off-hand weapon by reaching Level 70. Talk to Sergeant Knox & Lord Neverember to collect it.
    • You obtain your Main-hand weapon by completing all the quests in Spinward Rise (Optional Quests are not included)
    • Likely the easiest of all Artifact Weapons to obtain, great weapons to start with
    • Click here to view and learn more about these weapons

 


 


  • River District's Relic Weapons
    • These will take you a good, solid 2 months or so to farm up - possibly less, depending how much time you spend grinding for them. These currently are considered End-game weapons as they're the 2nd best available in the game right now.
    • All in all there's (again) 4 different types of weapons here; click here to view them all
      • Fey Weapons
      • Aboleth Weapons
      • Mirage Weapons
      • Lifeforged Weapons
    • As the title suggests - they are bought from the River Districts' Campaign Store, with Currencies obtained from the River District itself.

 


Rings, Neck & Belt

Luckily there are actually a lot of options with rings. and a few with Neck & Belt equips. Most of it is also rather easy to obtain for the most part, depending on what you're aiming to get.

  • Underdark Rings
    • Underdark Rings come from completing Demonic Encounters, Demogorgon, Throne of the Dwarven Gods or Prophecy of Madness.
    • They come in different ranks from +1 to +5 - obviously the higher the number the better the stats / buff is.
    • There are many to choose from, For a complete list, click here. Typically the most popular / preferable choices are;
      • Ring of Brutality
      • Ring of Rising Focus
      • Ring of Rising Power
      • Ring of Rising Defense
      • Ring of Rising Precision
      • Ring of Sudden Defence
      • Ring of Sudden Precision
    • When dropping rings, they drop at random - you cannot freely pick and choose which ones you obtain. You simply farm until you get what you want. Sad truth (I'm still waiting on a +5 myself and I've been around for 4 years!)

 


  • Personalized Adamant Rings
    • These are getting a bit old now, but if you're having difficulties getting a double-slotted ring (which is most certainly your best option, either a double slotted Underdark, Masterwork or Adamant Ring.
    • These can be crafted 100% using the Jewelcrafting Profession - does require Lvl 25 to make the double slotted rings, and they are not tradeable.
    • You can get either the Rings with either a Power/Armor Penetration stat or Power/Recovery stat.

 


  • Artifact Equipment - (Neck & Belt)
    • Neck and Belt tie hand in hand. The best options for these slots are indeed, Artifact Gear. For the most part, Artifact neck and belt pieces are extremely cheap and extremely affordable from the Auction House, depending on what you want.
    • My top suggestion is to check out class guides here on Mmominds to get an idea on what you should invest in.
    • A potentially really great place to start with Artifact Gear would be purchasing and investing into the Company Set - it's 6500 Guild Marks each piece, but well worth the investment for the meantime.
Quick List of Upcoming / Planned Guides

I will be adding to this guide over time. It's actually a lot to write and put together but I don't think there's enough of these kinds of guides out there (not in written form anyway). I get people asking me these kinds of questions all the time - so I just wanted to get this up and out there. Here's a few I'll be working on over the next few weeks;

  • How to Make AD (For New Players)
  • Where To Start With Professions
  • What's Worth Purchasing From The Zen Market?
  • The Breakdown of VIP, What It Is, How It Works
  • Finding A Guild & Alliance To Join
  • How To Run A Dragonflight
  • How To Host A Dragonflight
  • How To View Upcoming Events
  • How To Use The Test / Preview Server

If you have requests, leave 'em in the comments below and I will get to work on them with time! (These aren't in order of publish, just rough notes). Thanks for checking it out!

Remember

We all started somewhere. We were all noobs once, and odds are someone helped you get where you are now. Do the same for others, okay?

 

 

 


AC/DC Mod 11B Extreme buffer, with loadout DO/DC

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Welcome to the latest Devoted Cleric Build. This is first AC and with loadout some possibility to do an efficent, but not extreme, DO. I prefer to use AC because i like AA and is great complessive buff/debuff. From my last build i’ve made a lot of changes specially in companions and equipments.

 

RACE and ABILITIES SCORES

SUN ELF is great also good is DRAGONBORN but sun elf is very good. +2 INT and + 2 CHA. At the beginning try to choose best valor in INT and CHAR (i think best in INT is 14 and 18 in CHA) all others points used in INT and CHA.

Ok, my equip is not for entry level character i know, but i play from day one so is normal equip for player at this point of the game. I use new Masterworks equipment for everything except head (jarl rules!). Nek and belt also from Masterworks and are very very a nice set for DC. Artifact i use Sigil of devoted as main sigil of hunter ranger, symbol of fire and symbol of air. Everything is centered to obtain power and recovery. In Defense slot armour i use negation trans, and in main hand i use Holy avenger. In attal slot i use radiant and in defense slot i use Azure. Utility slot are dedicated for Dark.

FEATS

I use RIGHTEOUS feats and some VIRTUOUS feats. I prefer that people read feats and choise and not copy and paste without thinking about. Those are perfect in my style of play but may be are not the best for some others styles of play. Think and think again before go on 🙂

POWERS

Powers are powers i thing there is not so much to comment here. I use ASTRAL SEAL and BLESSING of BATTLE as AT will powers. In rotation i use Brake the Spirits, Divine Glow and Sunburst (alt Searing light). And at the end i use always Hastening Light and Holy fevor.

As daily i use AA and HG.

BOONS

COMPANIONS

Harper Bard, i love this companion. With doubled slotted items ( two attack slots) and only SILVER for recovery. Others companions are Owlebear cub and 3 spirits for AP gain.

MOUNTS

Mouts powers are: Assassin’s covenat, Shepherd’s Devotion, Artificer’s persuasion, Artificer’s Influence and Cavalry Warning. the result in bonus is incredible.

Here is only my bard that buff me!

LOADOUT

For loadout i use Reliq set from STK, in main hand i use Dreed and for armour negation. Artifact i use Holy symbol, book of death, orcus wand and symbol of air. Set is Orcus set.

SW HellBringer Ultimate PVE Healer (DPS) 2.0 MOD 11 full crit and No crit Build FR/ENG

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Sorcier Dévastateur Chantre de l’enfer L’ultime Soigneur (DPS) pour PVE

An example of the effectiveness of this build in terms of healing

un exemple de l’efficacité de ce build en terme de soin

https://www.youtube.com/watch?v=cm8–YoEQvE

 

No Crit Build    Build sans critique

 

character traits/ caractéristique du personnage

For the Race you can chose any class that you want.   But since this build require the lowest amount of critical so you need to roll with CON and INT  to get max damage boost and low cooldown.   Personally I chose the Drow because you can stack the debuff or Human to put the 3 extra héroic in blood oath

Pour votre Race vous pouvez choisir ce que vous voulez.   Cependant puisque ce build requiert un taux critique très bas, vous devez maximiser CON et INT pour augmenter vos dégats et réduire vos temps de recharge.      Personellement j’ai choisi un Drow car nous pouvons mettre le debuff très rapidement   ou les humain pour pouvoir mettre les 3 points héroic suplémentaire dans Pacte de sang.

 

This build does not work in PVP because the life steal does not have the same mechanic against players and NPC

Ce build ne fonctionne pas en PVP car le drain de vie ne fonctionne pas de la même manière sur les joueurs et les NPC

 

Short Explaination on how the healing Work  

Quelques Explications sur comment vos soin fonctionnne

To shortly explain this build :  you will be healing your team mate for the amount of damage you dealt, the amount of life steal you have and your life steal damge           for  example :   I have 70% life steal chance and 118% life steal damage           So if I deal  10 hit of  10K each I should heal everyone in a 30-foot radius for  7 hit of 11 800.

Pour expliquer courtement ce build :  vous allez soigner vos alliers selon vos dégâts, votre drain de vie et vos dégâts de drain de vie      par exemple: j’ai 70% de chance de drain de vie et 118% de dégât de drain de vie        par conséquent si je fais 10 coups de 10 000 chaque je devrais soigner tout le monde dans un rayon de 30 pieds pour 7 coups de 11 800 points de vie.

 

FEATS/TALENTS

 

With those current feat you should maximize your damage and healing output even if you are not a full fledge dps, also you will manage to fully damage your target and also heal/buff your team.

Avec ses talents vous allez pouvoir maximer votre quantité de dégât et de soin même si vous n’êtes pas purement dps, de plus, vous allez pouvoir faire beaucoup de dégâts à votre cible et continuer à soigner votre équipe

 

owlbeat Cub / Bébé ours-hibou

 

Unlike normal SW build you are not going for a Crit build. You will go for a power build.  So to make it the most useful you need to have the  Owlbear Cub.  That’s mean you need to keep your Critical Strike as low as possible.

Contrairement au build normal des SW, vous ne voulez pas de frappe critique. Vous voulez un build de puissance. Alors pour faire le build le plus efficace possible il vous faut utiliser le bébé Ours-Hibou.

Without the owl bear Cub this build is not as good and you will mostly turn into a little under average DPS.  With the cub you will become the line between a great DPS and good DPS.

The OwlBear Cub is the strongest weapon in your arsenal 😀

Sans le bébé ours hibou se build n’est pas aussi efficace et vous serez donc un dps légèrement sous la moyenne. Avec le bébé ours Hibou vous serez la limite entre un bon dps et un très bon dps.

Le Bébé ours Hibou sera l’arme la plus puissante de votre arsenal 😀

 

Powers and Passives

 

 at will

Dark spiral aura    and      your main attack  Hellish Rebuke

 

encounter

pillars of power      blades of vanquished army    and    dread theft

 

daily

:tyrannical threat  and you can choose the other one yourself  (personally I’m going for a fast casting one

 

When starting a fight  you need to follow a certain order to avoid dying.     first you cast your blades then  run into the group of enemy     after you cast your pillar    then your dread theft

passive

Flame of empowerment and Prince of hell     or    Shadow walk and Prince of hell  for more life steal

because of their quick hit abilities, all of those  encounter trigger the ability of the  owl bear cub making them much more deadly than most of the other attack when fallowing the temptation build     making them extremely deadly

 

Pouvoirs et passifs

 pouvoirs à volonté

aura de spiral noire    et celui à utiliser le plus souvent   seras réprimande infernale

 pouvoirs de rencontre

 pilier de puissances        les lames des armées vaincu    et     vol-effroi

les quotidiens

le principale  menace tyrannique       et le seccon  ce que vous voulez ( je préfère ceux qui s’invoquent rapidement)

Passifs

Prince de l’enfer    et    flammes de concentration    Ou     

Quand vous commencez un combat, il vous faut utiliser l’âme des armées vaincues puis attaquer l’ennemi puis faire le pilier finalement le vol-effroi. De cette manière vous ne mourrez pas au début du combat.

Du à leur nature de frappe rapide les pouvoirs de rencontre  vont appliqué le pouvoir du bébé ours-hibou très souvent rendant ses trois attaques les plus puissantes que vous pouvez choisir.

don’t forget this build is a melee one
n’oublier pas se build en est un de combat rapprocher

Companions

They are no specific in wich companion to use    you can chose for more heal, more damage, more damge resistance. As long as you enjoy playing. Do not forget you Owlbear cub.

Il n’y a pas de restriction sur quel composition de companion a avoir plus de soin, plus de dégats, plus de résistance au dégats. Tant que vous vous amuser. N’oublier pas votre bébé ours-hibou

I’m using the ambush drake for maximum debuff on boss,   the sylphid for control resistance,  the bear cub to boost my life steal ( thats means my healing output too), the owl bear cub, and the air archon for more damage.     you can go for a full dps party ( earth fire and air archon) and also put the siege master    or a more defensive one  with tankier bonus

it is really important to max out your bonding stone so you can get the max out of your summon pet

J’utilise le drake embusquer pour maximiser les debuff sur les boss, le sylphid pour de la résistance au controle, le bébé ours pour augmenter mon drain de vie et par conséquent mes chance de soigner mes allié. les bébé ours hibou et l’archonte d’aire pour augmenter mes dégat

Vous pouvez cependant aller avec un groupe de dps ( l’archonte d’aire de feu et de terre) ainsi que le maitre sappeur  ou un groupe avec des bonus de tank

Il est très important d’augmenter vos rune de lien pour profiter au maximum de votre companion invoquer

 

Enchantment / Enchantement

as your weapon enchantment you should look for a lightning one for the cooldown reduction ( you will really see one) and damage boost that is really important

comme enchantement d’arme vous devriez prendre un enchantement électrique pour réduire vos temps de recharge et le bonus de dégat qui est très important

armor enchantment you can go for what ever you like the most  ( soulforge and eleven battle etc )

pour les enchatement d’armure allez avec celle que vous aimez le plus. ( forgeàme   bataille elfiquer etc)

all of your defensive enchantment you should go for dark one for maximum life steal all of your offensive should go with radiant for maximum power

dont forget to get at least 60% armor pen

tout vos enchantement de defense devrait être des enchantement sombre pour maximiser le drain de vie et vos enchantement d’attaque devrais être des radiants pour maximiser votre puissance

Sets and équipment / sets et équipement

Because I have made a lot of research on different sets and without sets I can say that the Lostmauth one was the one that was increasing the more my damage because it was applying is damage bonus on every crit and on the crit my lightning was doing even if I am only at 20%

You wan to get the Storm king Thunder  sets of purple cloyhing to double your life steal damage in combat

you should use valindra crown and belial’s portal stone in your artefact the rest depend on you if you want more life steal power etc

if you wnat to run without a set I recommand you the constitution belt and the tiamat neckless for the extra action point gain without crit

Puisque j’ai fait beaucoup de recherche sur les différents sets, je peux vous dire que celui le lostmauth est celui qui a augmenter le plus mes dégat car il offre du dégat suplémentaire sur tous mes critiques et sur les critiques de mon enchantement électrique

De plus vous devriez utiliser la Couronne de valindra et le portail de bélial comme artéfacts et le reste dépend de ce que vous voulez pouvoir drain de vie rétablissement etc

Si vous ne voulez pas utiliser de set je vous conseil la ceinture de constitution majeur et le collier de tiamat pour un gain de PA sans critiquee

De plus allez chercher les patalons et chemise mauve de stromking thunder pour doubler vos dégatd de drain de vien en combat

 

BOONS / ATOUTS

You need to Always put Power and Life Steal priority over everything else :  this is how I put them but you can modify it the way you want

Vous devez toujours prioriser votre puissance et votre Drain de vie :   Je les ai placés ainsi mais vous pouvez les modifier de la manière que vous voulez

Elementary Evil        Mal Élémentaire                                             Maze Engine

Storm King Thunder                                                                      Tiranny of Dragon        Tyrannie du Dragon

Ice Windale                                                                                   Dead Ring     Anneau de terreur

Under Dark      Outreterre                                                    Sharandar

 

 

Full Crit Build    Build de critique

 

character traits/ caractéristique du personnage

For a crit build caracter selection you should go read any pur DPS build but it is usually thiefeling with max out CHA and CON

Pour un personnage critique vous devriez allez voir un build pur DPS mais ce sont générallement des Thifellin avex le CHA et CON maxer

 

FEATS/TALENTS

 

owlbeat Cub / Bébé ours-hibou

 

Even if you think he is useless remember that your pillar of power will never crit. Also you will get an extra damage boost in case you do not crit.

même si vous pensez qu’il est inutile rappelez vous que le piller de puissance ne crit jamais et que lorsque vous ne critez pas vous obtenez un bonus de dégats

Your goal is tu put as much damage out in the smallest amout of time to over heal all damage comming for anyone around you. Even if you do not Hit like a truck the more the better

Votre but est the produire le plus de dégats possible dans la périodes de temps la plus courte pour soigner quiconque qui pourrait recevoir des dégats même si vous ne frapper pas pour de gros coups

 

 

Powers and Passives

Same as above because you want to heal you need to but as much damge out as possible even if you are not hitting for 100K thoss 2K to 20K damage you deal in  0.1 second will be better for your team

Même que ceux plus haut, puisque vous voulez soigner vous voulez avoir le plus de dégat sortant possible et donc même si vous ne frapper pas pour 100K les coups de 2K a 20K que vous faires au 0.1 seconde vont être meilleur pour votre équipe

Companions

Same as above put the owlbear cub than whatever you want     fallow the unstruction

Même que plus haut meete le bébé ours hibou puis ce que vous voulez       suivez les instruction

 

Enchantment / Enchantement

as your weapon enchantment you should look for a lightning one for the cooldown reduction ( you will really see one) and damage boost that is really important

comme enchantement d’arme vous devriez prendre un enchantement électrique pour réduire vos temps de recharge et le bonus de dégat qui est très important

armor enchantment you can go for what ever you like the most  ( soulforge and eleven battle etc )

pour les enchatement d’armure allez avec celle que vous aimez le plus. ( forgeàme   bataille elfiquer etc)

all of your defensive enchantment you should go for dark one for maximum life steal all of your offensive should go with radiant, azure brutallity for maximum power/crit

dont forget to get at least 60% armor pen

tout vos enchantement de defense devrait être des enchantement sombre pour maximiser le drain de vie et vos enchantement d’attaque devrais être des radiants, azure brutalité pour maximiser votre puissance/critique

 

Sets and équipment / sets et équipement

you shoud aim for the armor the ostorian amor oranything that gives you crit and power

You wan to get the Storm king Thunder  sets of purple cloyhing to double your life steal damage in combat

Because I have made a lot of research on different sets and without sets I can say that the Lostmauth one was the one that was increasing the more my damage because it was applying is damage bonus on every crit and on the crit my lightning was doing even if I am only at 20%

you should use valindra crown and belial’s portal stone in your artefact the rest depend on you if you want more life steal power etc

vous devriez regarder pour les armure d’ostoria pour votre critique et puissance

De plus allez chercher les patalons et chemise mauve de stromking thunder pour doubler vos dégatd de drain de vien en combat

Puisque j’ai fait beaucoup de recherche sur les différents sets, je peux vous dire que celui le lostmauth est celui qui a augmenter le plus mes dégat car il offre du dégat suplémentaire sur tous mes critiques et sur les critiques de mon enchantement électrique

De plus vous devriez utiliser la Couronne de valindra et le portail de bélial comme artéfacts et le reste dépend de ce que vous voulez pouvoir drain de vie rétablissement etc

 

BOONS / ATOUTS

Same as above but you need to pick up crit but if you need to chose between crit and life steal choose life steal

Comme plus haut mais choisisez du critique cependant si vous devez choisir en critique et dran de vie choisissez drain de vie

 

I know this post is not the best one but the build is extremelly usefull  because you can heal dps and even tank dunjon when you hit the 3k GS mark ( except FBI and SVA)

Je sais que ce post n’est pas le meilleur   mais ce build est extrêmement utile, car vous pouvez soigner faire du dégat et même servir de tank quand vous dépasser 3K de GS  ( FBI et SVA)

If something is not clear or you are having problem understanding the build just leave a comment and I’ll try to explain it better

Si quelque chose n’est pas clair ou que vous ne comprennez pas n’hésitez pas a laisser un commentaire pour que je puisse mieux expliquer

 

 

Wicked’s Devoted Cleric Build [PVE]

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If you’re looking for a High Level Devoted Cleric (DC) build which is not only viable in dungeons, but also allows you to easily go melt through your daily and solo content – then this is build for you!

Hi, my name is Wicked from Good Gamers guild. I have spent over 35 retraining tokens and countless hours re-specking, testing and re-testing DC builds in order to obtain (in my opinion) the best BALANCED DC build in the game – and I want to share it with YOU! The following build you are about to read is based off of the Anointed Champion Paragon path and will optimize your damage dealt (DPS), your buffs/debuffs and your healing while sharing an insane amount of power.

If you’re looking for a straight up healing DC or damage build – this is not the build for you, sorry :-/

So let’s dive right in, shall we?

Race Rolling

For my taste, I decided to go with a Female Half-Elf as you can get +2 to your one of your Primary stats (+2 CON, +2 WIS) as well as a +1% increase to Deflection Chance, Critical Severity and Gold Bonus.

I believe I rolled the following:

Stat Points

All of your stat points go into Wisdom (WIS) and Charisma (CHA)

 

Paragon Path

Anointed Champion all of the way baby 🙂

 

Feats

Heroic

2/5 Healing Action (Gain 2% more AP when using a healing ability)
3/3 Greater Fortune (Wisdom grants 3% more healing)
5/5 Domain Synergy (5% more Recovery)
1/3 Weapon Mastery (1% more Critical Strike)
1/5 Initiate of the Faith (Critical Chance increased by 0.2% of your Power)
5/5 Repurpose Soul (When you crit, you heal yourself and your allies for 15% of the damage done with the initial crit)
2/3 Cleanse (When you heal, you have a 20% chance to remove a DoT from them once every 8 seconds)
3/5 Bountiful Fortune (Gain 9% more Divine Power when attacking)

Virtuous – Paragon

5/5 Lasting Wishes (Heal for 10% more)
5/5 Battle Fervor (Blessing of Battle [At-Will] increases allies Power by 15% of your Power)
5/5 Gift of Haste (All of your Heal over Time (HoT) powers grant 5% of the targets AP over 5 seconds)

Righteous – Paragon

5/5 Astral Fury (Deal 10% more damage)
5/5 Furious Intervention (Generate 10% more AP when dealing damage)
5/5 Weapons of Light (Allies within 30 feet of you have their power increased by 10% of YOUR power)
5/5 Bear your Sins (Enemies under a DoT effect takes 10% more damage from everyone)
5/5 Condemning Gaze (When using DPS abilities [encounters] you apply a stack of Condemned for 30 sec; after 5 stacks you and allies deal 15% more damage until the enemy is killed)
1/1 Avatar of the Divine (Every 60 seconds you deal 40% more damage and encounter cooldowns are reduced by 40%)

 

Powers

I run three sets of encounter powers with my dailies being the same all of the time and find it very viable. Remember too, I am giving you the keys – it’s up to you to drive it (aka don’t expect rotations here; play around with it and you’ll quickly see what encounters will be good and in what rotation 🙂 )

Running Solo (daily content)

Encounter Powers: Divine Glow (4/4), Break the Spirit (4/4) and Daunting Light (4/4)
Daily Powers: Hallowed Ground (4/4), Anointed Army (4/4)
Class Features: Healer’s Lore (4/4), Anointed Armor (4/4)

Running Dungeons

Encounter Powers: Divine Glow (4/4), Break the Spirit (4/4) and Bastion of Health (4/4)
Daily Powers: Hallowed Ground (4/4), Anointed Army (4/4)
Class Features: Healer’s Lore (4/4), Hastening Light (4/4)

Running *TOUGH* Dungeons (ex. FBI/MSVA w/ 1 DC and no heals aka YOU!)

Encounter Powers: Divine Glow (4/4), Healing Word (4/4) and Bastion of Health (4/4)
Daily Powers: Hallowed Ground (4/4), Anointed Army (4/4)
Class Features: Healer’s Lore (4/4), Hastening Light (4/4)

*Note: Remember, Hallowed Ground throws a 20% Damage and Damage Resist buff down for you and allies while each orb of Anointed Army shields allies for 20% of their MAX HP and gives a HUGE power increase to people within 30-50 feet*

 

Equipment

Defense/Armor

Head: Vivified Lighttender’s Raid Coif (Reinforcement: Major Power [+200 Power])
Armor: Lifesilk Spinneret (Defense slot: R12 Azure / Armor Enchantment: Transcendent Elven Battle / Reinforcement: Major Power [+200 Power])
Arms: Frostborn Restoration Braces (Reinforcement: None YET)
Feet: Vivified Lighttender’s Restoration Cuisses (Reinforcement: Major Power [+200 Power])
Neck: Amulet of Tiamat’s Demise (Offense slot: R12 Radiant / Reinforcement: Major Action Point [+100])
Right Ring: Greater Ostortian Ring of Hellig (Offense slot: x2 R12 Radiant / Reinforcement: Major Action Point [+100])
Left Ring: Ostorian Ring of Hellig (Offense slot: R12 Radiant / Defense slot: R12 Azure / Reinforcement: Major Action Point [+100])
Waist: Tiamat Sash (Defense slot: R12 Radiant / Reinforcement: Major Action Point [+100])
Shirt: Zealot’s Gemmed Exquisite Elemental Chainmail (Offense slot: R12 Dark / Reinforcement: Greater Everfrost [+5% EFR])
Trousers: Prelate’s Gemmed Exquisite Elemental Chausses (Defense slot: R12 Azure / Reinforcement: Greater Everfrost [+5% EFR])

Weapons

Main Hand: Twisted Omoioma
Offense slot: x2 R12 Radiant
Weapon Enchantment: Transcendent Dread
Equip Power: Blessing of Battle

Icon: Twisted Icon
Offense slot: R12 Radiant
Defense slot: R12 Azure
Artifact Class Feature: Healer’s Lore (Increase Power by 150)
Artifact Stat Increase: Action Point Gain [+394]

Artifacts

Main: Sigil of the Great Weapon FIghter
Others: Symbol of Fire / Thayan Book of the Dead / Tiamat’s Orb of Magesty

 

Companions

Summoned Companion: Fire Archon
Offense Runestones: x3 R12 Bonding Runestones
Ring: Ring of Adorable Bites (Offense slot 1: R12 Radiant / Offense slot 2: R12 Cruel)
Talisman: Talisman of Adorable Bites (Offense slot 1: R12 Radiant / Offense slot 2: R12 Radiant)
Ring: Ring of Adorable Bites (Offense slot 1: R12 Azure / Offense slot 2: R12 Brutal)

Active Companions:
Astral Deva
Dragonscale Cleric
Owlbear Cub
Shadow Demon

 

Mount Powers and Insignia Bonuses

I am lucky enough to have 2 legendary mounts – Tenser’s Floating Disk and a Black Ice Warhorse… I LOVE the Tenser’s additional 10% power from its’ Mount Combat Power and LOVE the +4,000 Power from the Black Ice War Horse. *NOTE* The Arcane Whilrwind can easily replace the Black Ice War Horse.

Active Stable:
Arkaiun Courser (Regal Insignia of Dominance / Regal Insignia of Courage / Barbed Insignia of Mastery)
Black Ice War Horse (Barbed Insignia of Dominance / Enlightened Insignia of Mastery / Crescent Insignia of Skill)
Tenser’s Floating Disk (Enlightened Insignia of Mastery / Barbed Insignia of Skill / Crescent Insignia of Skill)
Enchanted Courser (Illuminated Insignia of Dominance / Barbed Insignia of Aggression / Barbed Insignia of Aggression)
Heavy Howler (Crescent Insignia of Skill / Barbed Insignia of Dominance / Enlightened Insignia of Mastery)

Insignia’s

 

Boons

Being in a GH 20 with level 10 boons definitely help 🙂

Stronghold Boons: Power (+8000) / Defense (+8000) / Revive Sickness (1 min)

Here are the screenshots of the other boons she has on her. Honestly I have not completed the Storm King’s Thunder or the Cloaked Ascendancy yet; so those will come in time 🙂

   


That’s all I got folks… I hope that you will be able to take this guide and use it to try and self buff yourself like this:

DC Guide [Mod 11 B]

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This is not and will never be a complete guide, just a few opinions and ways to play this class. Some aspects such as some powers, PvP and faithful path will either be less in depth or not explained at all since I haven’t played/used them that much. Would like some opinions and more information from other players to try and make this as complete as possible.

 

So you’ve decided to create a DC! Either because you enjoy to play the support role or want the sigil and still be able to use the class after or just want to get into dungeons without waiting 30 min in queues.... Why you chose this class doesn’t matter, you just need to understand that this guide isn’t going to tell you what to pick and what to use. It’ll try to explain how the class works, it’s powers and the mechanics so that by the end you’ll be able to make your very own build that you enjoy playing and that will help your party.

 

The Starting tab will talk briefly about the initial rolls before you create a DC.

The Powers/Feats tabs will cover all of them, trying to give a brief explanation on their roles and when they're mostly used.

The Leveling Up tab will serve to explain the mechanics of this class such as Channel Divinity and your role in the game.

The Gear/Companions/Mounts tabs will try to provide you with information on the best/most used and where to find them.

The Tips tab just provides a few advices that I believe are fundamental for a DC (just my opinion).

 

 

Race

 

There are 12 races in Neverwinter each with their own unique appearance and different racial traits. This traits have little effect on how good a character will turn out in the end so just go with a race/character that you like! You can go with the “best” race for the class but if you don’t like how they look well… remember that you’ll have to see them every time you need to check your stats or change gear.

But if you’re looking for ideas for races then maybe choose one that has a +2 in wisdom since that's the main ability score for DC. The races that can give that are:

  • Human: +2 to any ability score; Versatile Defense (Increase your Defense by 3%); Heroic Effort (you gain an additional heroic feat point at levels 10, 15, and 20. These three extra feat points cannot be used on the paragon feat table).

 

  • Drow: +2 Dexterity and +2 Charisma/Wisdom; Darkfire (you have 5% chance when attacking a foe to apply darkfire for 4 seconds, reducing its defense by 5%. This debuff can stack multiple times on one target and more than one foe can be affected by darkfire; Trance (you recover at campfires twice as quickly).

 

  • Dwarf: +2 Constitution and +2 Strength/Wisdom; Stand Your Ground (you have increased resistance to knock and repel effects); Cast Iron Stomach (you have increased damage resistance to DoT effects)

 

  • Half-Elf: +2 Constitution and +2 Charisma/Wisdom; Knack for Success (you are just naturally better at many facets of life, gaining +1% deflect, +1% critical severity, and +1% gold find); Dilettante (grants +1 to a non-class ability score - which for the DC class means +1 to Intelligence).

 

  • Wood Elf: +2 Dexterity and +2 Intelligence/Wisdom; Elven Accuracy (increases your chance to Critically Strike by 1%.); Wild Step (you have a 10% resistance to effects that Slow your movement)

 

  • Dragonborn: +2 to any 2 stats; Dragonborn Fury (your power and critical strike are increased by 3%); Draconic Heritage (you receive 5% more healing from all spells and abilities)

 

 

Ability Scores

 

As you can see on the image below, depending on which Ability Score you choose to put your points on you’ll get different increases in different stats so just figure out which ones you want to increase and add your points there.

 

DC posses a great variety of powers so will try to give a little explanation to each one but I might overlook some aspect so just remember to experiment and test to see which ones you enjoy and find more useful for your build.

Note: All the durations of powers were tested on preview with all stats at 0 and with the preview only test weapon (just to make sure).

 

 

At-wills

 

At-wills are the basic attacks every class has that have no cooldowns and are bound to the left and right mouse buttons (for PC). For DC, at-wills are mostly used to build up divinity and give some utility and buffs. All % of divinity given will be in base form, this is without any features or feats to increase the amount you get. For calculating Divinity gain increases use the formula "(1+(0.05 * DF)) * (1+(0.03 * BF+0.05 * GoG))" where DF is rank of Divine Fortune, BF is rank of Bountiful Fortune, GoG is rank of Gift of the Gods. (special thanks for TehPuppy for providing all the divinity % and information)

 

Lance of Faith - lvl 0 : “Sear your foe with a spear of golden light. The third strike also damages enemies around your primary target. With each rank: Damage +10%.”

This is the first power you get and while the damage it does is decent for an at-will, it doesn’t give any type of buff and utility with it’s damage besides a small aoe on the third hit. It has a fast cast speed and gives 40.8% divinity for the first and second hits and 68% for the third hit.

 

Astral Seal - lvl 2 : “Encase your opponent in an astral seal. You or any allies striking the target regain Hit Points. Players may only trigger this Heal once every 4 seconds. With each rank: Damage +10%, Duration +1 s.”

A useful at-will that will help with healing allies and gives 68% divinity when used. Usually used against bosses and mobs with high hp/defense since they’ll last long enough for players to get some health back. The seal lasts around ~10s at rank 1.

Important: Dragons seem to specially hate this at-will and will cause extreme lag to anyone around if hit by it so avoid using this against them.

 

Punishing Light & Soothing Light - lvl 10 : This 2 at-wills will replace the ones you have while in divine mode and will consume divinity if used. Unlike encounters they only consume a bit of divinity each time they’re used instead of a full bar but will not create any empowerment orbs so because of that they are rarely if not never used at all.

 

Sacred Flame - lvl 20 : “Bathe your enemy with burning sacred light. The third hit of this power deals additional damage and you or allies near your target will receive a small amount of Temporary Hit Points. With each rank: Damage +10%, Buff Radius +5 ft”

The temporary hit points given by the third hit are really low at higher levels and together with the somewhat low amount of divinity given, this at-will is not used that much except in situational occasions. This is also the fastest at-will we have and gives 40.7% divinity for the first and second hits and 47.6% for the third hit.

 

Brand of the Sun - lvl 35 (DO only) : “You draw upon the power of the sun to burn your foe, dealing damage over time. With each rank: Damage +10%”

Although this at-will’s only effect is damage it’s a DoT so it’ll be extremely useful for activating some of the feats in the righteous tree.This at-will gives 54.4% divinity on initial cast and provides 9.067% divinity for each of it’s 6 ticks (the ticks will continue to provide divinity even if the mob dies before it ends). The DoT last around ~10 s.

 

Blessings of Battle - lvl 35 (AC only) : ”As you prepare to strike your target, you bless nearby allies and yourself with a minor defensive prayer that reduces incoming damage. With each rank: Damage +10%, Buff +2%.”

The best divinity builder that DC can get (gives 95.2% divinity) but the reason why this at-will is used so much is because of the feat Battle Fervor. The buff lasts around ~10/11 s.

 

 

 

Encounters

 

Encounters are the main powers for any class. They have cooldowns (which can be reduced with the recovery stat and some powers) and for the DC class they posses different effects depending on which mode you’re using them (see Channel Divinity if more information needed).

 

Sun Burst - lvl 3 : Normal - “ Invokes a radiant blast that burns foes around you, Knocks enemies away, and Heals yourself and allies. If you affect enemies and other allies at the same time, you gain 25% more Action Points. With each rank: Damage +10%, Heal +10%, Knockback +5 ft”

Divine Mode - “Applies a stacking Damage Over Time effect to any nearby foes and a Heal Over Time to nearby allies. This effect can stack 3 times.”

Empowered - “Sun Burst consumes all stacks of Empowered to increase the Knock and Heal by 15% per stack.”

It can be useful when playing solo and you need to keep mobs away but if playing with a party avoid using the normal/empowered versions of this encounter since the knockback will make the dps stop their rotations and you don’t want them to keep on complaining non stop… But if you are angry at them use this encounter to your heart's desire and see how annoyed they can be!

Has a 5 mob cap per cast and the DoT and HoT from divine mode lasts for around ~10 s.

 

Healing Word - lvl 5 : Normal - “Heal and apply a Heal Over Time effect to you and all targets in a line. This power has 3 encounter charges, and recasting on an affected ally will apply an additional stack to the target. With each rank: Heal +10%”

Divine Mode - “Grants yourself and all allies in a line Temporary Hit Points every 3 seconds for 9 seconds. In addition, it does not consume an encounter charge.”

Empowered - “Healing Word now consumes all stacks of Empowered to immediately Heal all allies for 35% more per stack consumed.”

This is one of the 2 main healing encounters DC have and although it heals less than Bastion of Health it has 3 charges so you can heal a wider area. While in divine mode it grants a small amount of temporary hp instead of healing so that can be good or bad depending on the situation. If you’re planning on having an encounter for healing just choose between this one and bastion and go with the one you prefer using, it makes almost no difference which one you choose.

The HoT lasts around 10 s.

 

Searing Light - lvl 5 : Normal - “Throw a powerful beam of light through targets in front of you. With each rank : Damage +10%”.

Divine Mode - “When the beam pierces a target, it also deals 15% Damage to enemies within 15' of that target and Heals allies within 15' for 100% of that damage.”

Empowered - “Searing Light now consumes all stacks of Empowered to strike with increased Armor Penetration. Ignores 10% additional armor per stack consumed.”

Hmm… never used this one nor do I know anyone that uses it so no idea but you’ll need to spend your power points somewhere while leveling up so give it a try?

 

Chains of Blazing Light - lvl 15 : Normal - “Mark a location with a holy rune for a short duration. When a foe steps on the mark, chains of fiery light Immobilize them for 3 seconds. With each rank : Damage +10%, Duration +5s”

Divine Mode - “Now instantly marks location, where chains of fiery light Immobilize foes for 1 second. Up to 3 of these marks may be active at a time.”

Empowered - “When Chains of Blazing Light strikes a foe it consumes all stacks of Empowered to increase the Immobilize duration by 2 seconds and Damage by 15% per stack consumed.”

A dps encounter used by many. It does good damage, it’s a bit slow in normal mode but extremely fast in divine mode. The Immobilize is useful when playing solo to give you time to get out of range of the mobs. It can be used on up to 5 mobs at once. It does not trigger Owlbear cub companion active bonus if you’re using a weapon enchantment that deals % of weapon damage as bonus damage (ex: Plague Fire enchantment). Will only generate AP if it hits a target.

 

Daunting Light - lvl 20 : Normal - “After a brief delay, summon a powerful column of light that burns the targeted area. With each rank: Damage +10%”

Divine Mode - “Now instantly strikes targeted location in a larger area.”

Empowered - “Daunting Light now consumes all stacks of Empowered to deal 33% more Damage per stack consumed.”

The highest damaging power DC have but has a few drawbacks such as small area of effect and slow cast speed. While in divine mode it does less damage than normal version (Chains of Blazing Light does more damage in divine mode than Daunting Light). It’ll generate AP even if you miss the target so it’s one of the few damaging powers that can be used to build AP outside of battle.

 

Forgemaster’s Flame - lvl 30 : Normal - “Ignite your target with Astral Fire, applying a Damage Over Time effect. With each rank: Damage +10%, Slow +10%”

Divine Mode - “You unleash a burst of Astral Fire, dealing Damage and Slowing the target for 6 seconds. This Slow stacks up to 3 times.”

Empowered - “Forgemaster's Flame now consumes all stacks of Empowered to increase the Damage dealt by Forgemaster's Flame by 10% per stack and grant Astral Forge to all nearby allies when cast. Astral Forge increases the Damage allies deal by 5% per stack for 8 seconds.”

A good encounter to use in it’s empowered version for the increased damage but it’s mostly only used if there is another DC in the party that is already using Break the Spirit. The animation for the encounter will only show it affecting 5 players but it seems to be giving the buff to everyone (still needs more testing). While in divine mode it’s our fastest casting encounter and the DoT lasts for around ~5s and the empowered buff for around ~10s.

 

Prophecy of Doom - lvl 30 (DO only) : Normal - “Target has lowered Defense Resistance for 8 seconds, and if target is still alive after this time, they take a large amount of Damage. If target is killed during this time, you gain a large amount of Action Points, and this power instantly recharges.With each rank: Damage: +10%, Damage Resist Debuff: +2.5%, Action Points: +12.5% from fulfilled prophecy”

Divine Mode - “You deal instant Damage to target foe. This Damage is doubled if the target is affected by Prophecy of Doom.”

Empowered - “Prophecy of Doom now consumes all stacks of Empowered to increase the duration of Prophecy by 2 seconds per stack and the Damage Resistance Debuff by 5% per stack.”

The debuff to the target is good but… it’s still broken. If the target dies the power isn’t instantly recharged nor do you get a large amount of AP. Again this encounters debuff is still great so if you plan on going full buff/debuff this is a good choice since it doesn’t need to be cast while empowered for it to be useful. Debuff lasts around ~10 s if not empowered.

 

Exaltation - lvl 30 (AC only) : Normal - “You bless target ally and yourself with ancient blessings, Healing both of you and then temporarily granting increased Damage and Damage Resistance. With each rank: Heal +10%, Buff +2%, Divinity Buff +6%”

Divine Mode - “Heal yourself and your ally, granting a powerful Damage Resistance Buff for 10 seconds.”

Empowered - “Exaltation now consumes all stacks of Empowered to increase the Heal by 15% per stack. The Damage Buff and Damage Resistance Buff are increased by 5% per stack.”

I’ve tried and played around with this one and the buffs are alright but since it’s a single ally buff I didn’t find it that useful in parties. So this will be a buff that depending on the situation it might be good and maybe you’ll find better uses for it. The buff lasts for around ~10s.

 

Bastion of Health - lvl 35 : Normal - “Heals and apply a Heal Over Time to allies at target location after a lengthy buildup. With each rank: Heal +10%”

Divine Mode - “Now instantly casts a more powerful Heal.”

Empowered - “Bastion of Health now consumes all stacks of Empowered to Heals allies for 10% of their missing Hit Points per stack consumed.”

This is one of the 2 main healing encounters DC have and although it heals more than Healing Word it is a fixed area of effect encounter with long cast and cooldown times. Even so in Divine Mode it is an insta heal instead of a HoT so it’s useful if you need to quickly heal someone. When fully empowered (using 3 stacks/orbs/empowerments) it can heal almost all of someone's hp (this will depend on your power/outgoing healing bonus). Again if you're planning on having a heal encounter then just choose which one you prefer using and that adapts to your playstyle. The HoT lasts for around ~12s.

 

Break the Spirit - lvl 45 : Normal - “The agonizing radiance of your deity saps your target's strength for 6 seconds, applying a Damage Over Time effect, reducing their Damage by 20%, and reducing your threat on the target. With each rank: Damage +10%, Damage Debuff +10%”

Divine Mode - “Break their spirit completely, Stunning them for 3 seconds. Subsequent applications of this Stun have their duration reduced by 1 second for each application.”

Empowered - “Break the Spirit now consumes all stacks of Empowered to grant nearby allies Bolstered Spirit, which increases their Damage by 10% per stack consumed and lasts 8 seconds.”

An encounter that is best used in it’s fully empowered form (3 stacks/orbs/empowerments) and provides a DoT. If you use the encounter in either normal or empowered again while the previous empowered buff is still applied it will replace it (if you have the buff still active and use a normal version of this encounter, the buff will end the moment you cast the normal version, this also applies if another DC uses this encounter after you, yours will be removed).

 

Divine Glow - lvl 45 : Normal - “Deal Damage to foes at target location, reducing their Damage Resistance by 10% for 6 seconds. Allies at the target location are Healed, granted a Heal Over Time effect, and gain 10% increased Damage Resistance for 6 seconds. With each rank: Damage +10%, Heal +10%, Damage Resist Debuff +2.5%, Damage Buff +2.5%”

Divine Mode - “Deal damage to foes at target location, reducing their Damage by 5% for 6 seconds, stacking up to 3 times. Allies are Healed and gain 5% increased Damage, stacking up to 3 times.”

Empowered - “Divine Glow now consumes all stacks of Empowered to increase the effect radius of Divine Glow by 5' per stack and increase the duration of the Buff and Debuff by 2 seconds per stack.”

The all in one encounter. It can heal, HoT, buff, debuff, do damage and DoT so no matter which build anyone has this encounter is almost always picked. Another advantage this encounter has is that the best ways to use it is in normal and divine mode versions so that means you don’t have to waste your empowered version on it. The buff/HoT/etc lasts for around ~10s.

 

Astral Shield - lvl 50 : Normal - “Create a shimmering shield at target location that improves the defenses of allies in its protective circle by 10%. With each rank: Damage Resist Buff +10%, Temporary Hit Points +15%”

Divine Mode - “Allies receive Temporary Hit Points.”

Empowered - “Astral Shield now consumes all stacks of Empowered to absorb a fixed amount of damage on each attack. This absorb is equal to 3% of your Maximum Hit Points for each stack consumed.”

A great support encounter that can increase the damage resistance by a considerable amount and help with mitigation of damage. It has a small area of effect so you’ll need to learn where to place this encounter if you decide to use it. The shield last for around ~10s and the temporary hit points will last for a while outside of battle (could use more testing).

 

Warding Flare - lvl 60 : Normal - “You place a divine light at target location that periodically shields nearby allies, blocking up to 10% of their maximum hit points. With each rank: Flare Duration +1sec”

Divine Mode - “Place a direct shield on target ally for 6 seconds that absorbs up to 10% of their maximum hit points. This shield may not be placed on yourself.”

Empowered - “Warding Flare now consumes all stacks of Empowered to also Heal allies, and heals for 35% more per stack consumed.”

This is a very situational and limited use encounter that will probably be only useful when surviving one hit is more important than healing. (could use more info from other players that have used this encounter).

 

Geas - lvl 65 : Normal - “You compel target creature to not attack you or your allies for up to 60 seconds. This effect is broken if the creature takes more than 500% of your weapon damage. This effect may only be on one creature at a time. This effect reduces the damage a player does by 90% and lasts 10 seconds on players. Players can only be affected by Geas once every 30 seconds. With each rank: Geas Strength +125% Weapon Damage”

Divine Mode - “Compel a target to stand still for 6 seconds. Subsequent casts on the same target have drastically reduced effect. Half duration on players.”

Empowered - “Increases the duration of the Geas by 10 seconds per stack. 1.5 second per stack on players.”

It’s a decent encounter to use in pvp but a fully empowered Astral Shield is still a better choice. (could use more info from other players that have used this encounter).

 

 

 

Dailies

 

Dailies are powers that will require 100% of your Action Point Meter to be filled before using. The DC class can gain AP by healing and dealing damage but can also gain from using artifacts (Sigil of the Devoted) and mount powers.

 

Guardian of Faith - lvl 4 : “Call down a faithful angel to smite your foe from above, leaving them Prone. As the angel ascends, it Heals your allies. With each rank: Damage +10%, Heal +10%”

After the DC changes this daily now heals for 500% more. I’ve tried testing this out a few times and at rank 4 it could either heal my allies for 120k or for 15k… still not sure how this works but can either fully heal them or won’t have any effect. The healing provided also seems to be very gear/stats dependent so it’ll only be more useful once you’re fully geared… and once you’re fully geared you won’t need to use this daily… So this could use some more testing.

 

Flame Strike - lvl 10 : “Raise a column of holy fire that knocks targets upwards, and then splashes down in a wider area. With each rank: Damage +10%”

A damage dealing daily that might be useful while leveling up. It’ll be your choice if you want to do instant damage using this daily or use another one that will buff you for a while and increase your overall damage/defenses.

 

Hallowed Ground - lvl 10 : “Your prayer temporarily sanctifies the ground around you, and allies standing on the ground have enhanced offense and defense. With each rank: Damage Buff +5%, Damage Resist Buff +5%”

The damage and damage resistance buffs along with the large area of effect make this an extremely useful daily but unlike the other dailies, Hallowed Ground has a 45s cooldown (which can be reduced with recovery stat and some powers) and the buff will last for around ~15s. Multiple Hallowed Ground dailies do not stack.

 

Divine Armor - lvl 40 : “Call down an angel to cast a protective ward over allies in the targeted area. While encased in divine power, your allies are granted 50% of their maximum hit points as Temporary Hit Points. With each rank: Temporary Hitpoints +10%”

This is more of an “Oh no” kind of daily where you’ll mostly use it when you see that your party members are getting low on hp and your encounters are on cooldown or you’re out of divinity or they’re just running around and you can’t target them. Although it only lasts for 5s it has a large area of effect and it’ll give you enough time to figure out what to do next.

 

Hammer of Faith - lvl 50 (DO only) : “Hammer your foe with prophetic words of power, Knocking them back with force. If the target is killed by the power of fate, than you will regain 10% of your Action Points. During this casting you take reduced damage and are immune to Crowd Control effects. With each rank: Damage +10%, Action Points: +2.5% regained if target is killed.”

A good daily for pvp mainly because of the immune to Crowd Control effects with somewhat decent dps. (Could use more info)

 

Anointed Army - lvl 50 (AC only) : “Divine brilliance burns your foes and grants your allies blessings that once warded the armies of the gods. Each blessing absorbs 100% of incoming damage for up to 20% of the target’s maximum health. While blessed, allies are also immune to control effects and have greatly increased power. These blessings are removed early when the recipient is damaged, and they bestow a small amount of Temporary Hit Points to their holder upon removal. With each rank: Damage +10%, Buff Hits +1”

One of the reasons AC DC are wanted. Even with the fix and nerf this daily got in the recent changes it still remains one of the best power buffs DC can give but in cases of DoT, Hallowed Ground is better since the Buff Hits from Anointed Army are removed with incoming damage. If no damage is taken this buff will last for around ~10s.

 

 

 

Features

 

Class features are passive abilities that grant special bonuses and do not require player activation.

 

Healer’s Lore - lvl 5 : “Increases the potency of your heals by 5%. With each rank: Buff +5%”

You heal more. If you feel like you’re not healing enough then use this.

 

Divine Fortune - lvl 15 : “You build an additional 5% more Divine Power. With each rank: Divine Power +5%”

The faster you build up divinity, the faster you can do your rotation although it’ll also depend on how low your cooldowns are. Try this one and see if the number of hits you need to do with your at-wills stays the same or decreases when using it and decide if it’s worth to slot this one or not.

 

Sooth - lvl 15 : “Decrease threat from healing spells by 20%. With each rank: Threat -10%”

When playing in a party the tank should “always” generate the most threat so this feature is kinda useless (well if you’re running demogorgon as a virtuous DC and demo is following you around like a lost puppy then maybe this might be useful but really you can ignore this feature... or use it! You decide what you want to do).

 

Holy Fervor - lvl 20 : “Your attacks generate 5% more Action Points. With each rank: Action Points +5%”

The faster you get AP, the faster you can “spam” dailies. Although once you get close to end game (depending on your choice of stats) you’ll be able to quickly build up AP so you won’t need to use this feature to “spam” dailies.

 

Foresight - lvl 30 (DO only) : “Anticipating what is to come, you receive 2% less incoming damage. When healing others, you share these visions and temporarily increase their defenses as well. With each rank: Damage Resistance Buff +2%”

Basically if your party needs more DR then this is a useful one to have.

 

Anointed Action - lvl 30 (AC only) : “After using a daily power, you temporarily deal increased damage, and reduce incoming damage. With each rank: Buff +3.3%”

This is a good feature to have if you want/need to increase the overall damage you do either for solo content or for a dps build.

 

Terrifying Insight - lvl 40 (DO only) : “Seeing the inevitable destruction of your foes, you and all party members deal 8% more damage. With each rank: Damage Buff +4%”

The reason why DO DC are wanted now. Although it’s only for party members and not all around you, a constant +20% damage increase (at rank 4) for just being next to you is too much to pass on. This buff does not stack with multiple DO DC.

 

Anointed Armor - lvl 40 (AC only) : “Anoint your armor with powerful blessings, increasing your AC and Deflect Chance. With each rank: AC +4, Deflect Chance +2%”

At rank 4 it add 8% damage reduction and 8% deflect chance which is equal to 3200 defense and 3200 deflect. This greatly increases your survivability so if you’re lacking a bit consider trying this one since if the DC dies then there is a high chance that someone else will also die or the whole party will wipe.

 

Prophetic Action - lvl 50 (DO only) : “Seeing into the future, you are able to shield yourself for up to your maximum hit points in damage from one attack every 30 seconds. This effect also shields all party members for up 25% of their maximum hit points from one attack.”

This can either save someone from an otherwise deadly hit or be activated by any tiny bit of damage and causing it to enter its 30s “cooldown” so it’s a good situational feature that is best used when there isn’t any DoT.

 

Anointed Holy Symbol - lvl 50 (AC only) : “Using Divinity powered Encounter abilities now grants Temporary Hit Points to nearby allies. With each rank: Temporary Hit Points +12%”

I think I tested this a while ago and think the temporary hit points it gave were low but again test it out and see for yourself. (will try testing out when I can)

 

Light of Divinity - lvl 60 : “Every 3 seconds you apply a Heal divided amongst allies within 50ft. This effect does not count as a Heal Over Time. With each rank: Heal +10%”

The heal provided by this feature isn’t that much and since it’s not a HoT it’ll not proc feats like Gift of Haste, etc.

 

Hastening Light - lvl 65 : “When you activate a Daily power all allies within 50ft have their recharge times reduced by 1 second. With each rank: Recharge Time -1s”

A great feature to have since a cooldown recharge reduction is always good to have and affects everyone in range (it’ll also reduce the cooldown for Hallowed Ground if you’re using that daily). It’s especially good if used with the off-hand weapon power.

 

 

Note: All feats will be listed by columns and from top to bottom.

 

 

Heroic

 

1st Column

Healing Action (0/5) : “Gain 1/2/3/4/5% more Action Points whenever you use a Healing ability”

If you plan to “spam” dailies and will have Bastion/Healing Word as an encounter (besides Divine Glow) then the faster you can build up Action Points the better.

 

Greater Fortune (0/3) : “Your Wisdom now grants 1/2/3% more healing.”

Well being able to heal a bit more with only Divine Glow is always good for endgame/running solo since you’ll be able to free one encounter slot (meaning you won’t need to use a heal specific encounter).

 

Toughness (0/3) : “Increases your maximum Hit Points by 3/6/9%.”

Having more HP will slightly increase your survivability and since a DC should never die then it’s a good option if you see you have low HP. Also the higher your HP is, the more protection you can provide from empowered Astral Shield, if you plan on using that.

 

 

2nd Column

Holy Resolve (0/3) : “Gain 5/10/15% of your Maximum Hit Points in Temporary Hit Points when you drop below 30% Hit Points. Has a 5 minute cooldown.”

A 5min cooldown is too much for it to be viable to either PvE or PvP since most battles don’t last that long and there are easier ways to get temporary hit points such as divine mode Astral Shield, etc.

 

Domain Synergy (0/5) : “Gain 1/2/3/4/5% more recovery.”

To be able to do a rotation faster you’ll also need to have lower cooldowns on your encounters and to do so you’ll need recovery (but remember that at a certain value the benefits of adding more recovery will decrease).

 

Weapon Mastery (0/3) : “Increases your Critical Chance by 1/2/3%.”

If you’re planning on going a more dps or crit heals focused build then this is a “free” increase in crit chance.

 

 

3rd Column

Initiate of the Faith (0/5) : “Your Crit stat is increased by .2/.4/.6/.8/1% of your Power stat.”

Considering that, for example, you have 30k base Power, you’ll only get an extra 300 crit which corresponds to less than 1% crit chance (400 crit = 1% crit chance)

 

Repurposed Soul (0/3) : “When one of your spells has a critical effect, the target of that spell disperses a small area of effect heal, healing you and your allies for 5/10/15% of the spell’s effect.”

A little side heal to help keep your party alive but it’s only useful if you have a high enough crit to have this feat proc enough times.

 

Battlewise (0/3) : “You create 2/4/6% less threat.”

I’ll give the same reason for this as I gave the class feature Sooth, The tank should always be able to generate the most threat by using their powers so it’s better to simply spend your feat points in better options.

 

 

4th Column

Cleanse (0/3) : “When you Heal an ally you have a 10/20/30% chance to remove a Damage Over Time effect from them. You may not Re-Cleanse a target for 8 seconds.”

An extremely useful feat specially for FBI dungeon’s 1st boss. It only needs 1 point into it (10% is enough to constantly proc it) but if you prefer you can add 2 points for 20%. It can be activated from the healing provided by Astral Seal at-will so it’s easy to have it proc on allies (as long as they hit the target).

 

Templar’s Domain (0/5) : “When dealing damage, you have a 5/10/15/20/25% chance to gain 30% more Armor Penetration for 5 seconds.”

Unless you PvP this will be useless since you’ll get enough armor penetration for solo content from a guild boon and/or companion.

 

Bountiful Fortune (0/5) : “Gain 3/6/9/12/15% more Divine Power.”

Like the class feature Divine Fortune, the faster you can build up divinity, the faster you can complete a rotation (depending on cooldown times). And by getting this feat you can maybe generate enough divinity that you won’t need the class feature, freeing a slot for another feature.

 

 

 

 

Virtuous

 

This feat path is mostly focused on healing and buffs, being the healing provided be Heal over Time (HoT). Your instant healing will be lower than normal but you’ll provide a constant heal for a certain period of time.

1st Column

Lasting Wishes (0/5) : “You Heal for 2/4/6/8/10% more.”

Like the class feature Healer’s Lore, if you feel you lack a bit in healing and prefer to use other class features then this feat is a good one to have.

 

Have Faith (0/5) : “Allies who are affected by your Heal Over Time effects have 1/2/3/4/5% more Damage Resistance.”

Even if you don’t plan on going fully into this feat path, most healing encounters already provide HoT so if you plan on using any of them, giving an extra buff just by using those encounters is always good.

 

2nd Column

Urgent Prayers (0/5) : “When one of your Heal Over Time effects heals a target below 10/20/30/40/50% Hit Points, it will heal for an additional 25% of your Weapon Damage.”

And here it starts the long list of feats that use a % of weapon damage… I’ll say it now I don’t like most of them since the amount you get from the weapon damage is extremely low so you can try and test this feats out but I wouldn’t recommend it. End rant... Also if your target is below that many hit points it’s usually already dead in endgame dungeons.

 

Second Sight (0/5) (DO only) : “When Prophecy of Doom ends, it disperses 5/10/15/20/25% of the damage as a heal to you and all allies near the target.”

You’ll provide extra healing by just using Prophecy of Doom which is a good debuff encounter so if you use/plan to use the encounter then this is a good feat to have.

 

Battle Fervor (0/5) (AC only) : “Blessing of Battle’s buff now also increases affected target’s Power by 3/6/9/12/15% of your Power.”

This is a must have for any power sharing builds since it’s a free power buff you can give to your allies by just using the at-will that provides the most divinity.

 

3rd Column

Gift of Haste (0/5) : “Your Heal Over Time powers also grant the target 1/2/3/4/5% of their AP over 5 seconds.”

A good buff to have since it not only helps you with getting Action Points but it’ll also work on allies.

 

Gift of Life (0/5) : “Your Heal Over Time effects heal for 5/10/15/20/25% more while you are at 100% health.”

I only recommend getting this feat if you plan on going full virtuous (meaning getting the last feat of this feat tree) since only by doing that can you guarantee you’ll be “always” at full HP or more (with temporary hit points) for this feat to have any effect.

 

4th Column

Unbreakable Devotion (0/5) : “Your Heal Over Time effects grant allies a shield that ignores a flat amount of damage for 6 seconds. This amount is equal to 10/20/30/40/50% of your weapon damage. A target may only benefit from this shield once every 20 seconds.”

So 50% of your weapon damage is… 900…(if you’re using a legendary fey holy symbol)... well I don’t even think that would protect me from falling from somewhere a bit taller than me… and it has a 20secs cooldown… *sigh*

 

Purity (0/5) : “Your Heal Over Time effects have a 2/4/6/8/10% chance to heal allies for an additional 200%.”

If you get this far into this feat tree then that means you’ll probably go more healing oriented. This feat will provide a good part of your overall healing, specially when playing with large groups of players.

 

5th Column

Virtue’s Gift (0/5) : “Your Heal Over Time effects heal for 20% more while you are above 95/90/85/80/75% health.”

Like I said in the feat Gift of Life, if you plan on going full virtuous then almost always you’ll be at full HP or more so you’ll only need 1 point into this one for you to get the extra 20% healing.

 

Cleansing Fire (0/5) : “Your damaging encounter powers have a 10/20/30/40/50% chance to apply a Heal Over Time effect to all allies within 30ft of the target. This effect heals for 350% of your weapon damage over 15 seconds. This effect does not stack.”

You’ll heal a whopping 6.6k (again using legendary fey weapon as reference) … not instantly but over 15secs!... and it doesn’t stack… I’m sorry but I just really don’t see the point in this type of feats.

 

6th Column

Shield of the Divine (0/1) : “When you, or an ally within 30ft of you takes damage, they receive a Heal Over Time from you, healing for 500% of your weapon damage over 10 seconds. An ally cannot trigger this effect while already affected by Shield of the Divine. Additionally, Healing Word, Bastion of Health and Divine Glow no longer directly heal allies and instead apply a Heal Over Time to affected allies for double that amount over 12 seconds.”

Yes the heal it provides is based on weapon damage but that's not what matters regarding this feat. The heal it gives to allies that get damaged will proc Purity, Have Faith  and Gift of Haste feats and it’s useful to be able to give a passive healing (even if small) by just standing next to your allies and do nothing (this is more notable in cases of DoT like demogorgon).

 

 

 

 

Faithful

 

This feat path is also focused on healing but it’s more about instant healing and “stored” healing. It’s commonly used in PvP for immortal builds.

1st Column

Resounding Beliefs (0/5) : “Your non-Heal Over Time powers Heal for 2/4/6/8/10% more.”

I would recommend only getting this feat if you plan on going full faithful path since it’ll only have a significant effect if you have the last feat on this feat tree.

 

Desperate Restoration (0/5) : “You Heal for 6/12/18/24/30% more if you or the target are below 30% HP.”

This might be more useful for PvP scenarios since in PvE (at least endgame) if anyone is below 30% HP they’re already dead.

 

2nd Column

Divine Intervention (0/5) : “Your healing spells have a 5/10/15/20/25% chance to grant the target 150% of your weapon damage as Temporary Hit Points.”

Slightly more Temporary Hit Points than Unbreakable Devotion feat but 2.8k hp (using legendary fey weapon stats) will still only protect you from a slightly taller fall.

 

Benefit of Foresight (0/5) (DO only) : “Defense bonus from Foresight is increased by 1/2/3/4/5%.”

If you want to go more “tank mode” and you’re using this class feature then it’s a decent increase.

 

Prestigious Exaltation (0/5) (AC only) : “Increases duration of Exaltation buff by 2/4/6/8/10% and your heals are increased by 2/4/6/8/10% while you are buffed.”

As I said I consider this encounter to be a more situational encounter so unless you plan on using it regularly I would recommend spending your feat points in another feat.

 

3rd Column

Gift of the Gods (0/5) : “You generate 5/10/15/20/25% more Divine Power.”

In PvP this will be useful since you don’t have that much time to stop and build divinity up but in PvE you should have enough divinity from Bountiful Fortune and/or Divine Fortune (unless you didn’t pick any of them, then probably best to get this feat).

 

Final Acts (0/5) : “Your Power is increased by 10/20/30/40/50% while you are below 30% HP.”

Again another “below X HP” feat so as I said before you’ll either be dead or you’ll recover HP faster than you can use this buff.

 

4th Column

Shared Burdens (0/5) : “Your direct healing spells also Heal allies within 30ft the target for 4/8/12/16/20% of the original heal.”

It’s like Purity in the sense that it heals allies around your target so it’s more useful in large groups of players.

 

Chaplain’s Strength (0/5) : “When a foe is within 30ft of you, your Heals are increased by 2/4/6/8/10%.”

You heal more when you’re next to a foe, which is when you need to heal more so it’s a good feat if you need more healing.

 

5th Column

Test of Faith (0/5) : “When taking damage you gain a stack of Faith. Every 3 seconds a stack of Faith will seek out a nearby damaged ally and Heal them for 60/120/180/240/300% of your weapon damage. You can only gain a stack of Faith once every second. You may only have 20 stacks, and they are removed if you leave combat.”

Although it’s a small amount of healing (just like virtuous last feat) it’s useful to have a passive healing you can provide by just doing nothing. (Or maybe not, as I said in the beginning I haven’t used this feat path too much)

 

United by Faith (0/5) : “For each ally within 30ft of you your healing is increased by 1/2/3/4/5%.”

If you need more healing and have a lot of allies then it’s a good feat to have.

 

6th Column

Agent of the Divine (0/1) : “Your Heal spells on allies now heal for 25% less and store the difference on the target as a “Gift of Faith”. While an ally has Gift of Faith on them, when they drop below 45% HP the Gift of Faith is expended to immediately heal them for the full amount of the Gift. Additionally Healing Word, Bastion of Health, and Divine Glow no longer apply Regeneration effect, but instead grant the amount they would have healed directly to Gift of Faith.”

This feat is what provides the “stored healing” so you’ll just need to keep using healing encounters on your allies to build up on stored HP (even if they’re at full HP they’ll still get the stored amount) and once/if they drop to low enough HP (and are still alive) they’ll instantly regain that stored HP. This is an extremely useful feat but only if your allies are instantly killed and you have provided enough stored healing for them to regain full HP.

 

 

 

 

Righteous

 

This feat path is mostly focused on buff/debuff and damage and it’s the most sought after for endgame (but for that you’ll need to already have a bit of a higher ilvl to make it functional - I mean to be able to purely focus on buff/debuff without lacking on healing)

1st Column

Astral Fury (0/5) : “You deal 2/4/6/8/10% more damage.”

You do more damage. It’s useful for solo or dps builds but you don’t “need” to do damage in group content. I mean you can to help out but it should never be your first (or second) priority.

 

Furious Intervention (0/5) : “You generate 2/4/6/8/10% more Action Points when dealing damage.”

The “when dealing damage” can be a bit misguiding since most of your encounters do a bit of damage so you’re basically getting extra AP from most of them and not just the damage specific powers.

 

2nd Column

Righteous Suffering (0/5) : “When you take damage you deal 2/4/6/8/10% more damage for 10 seconds.”

Again good for solo/dps build but other than that DC should avoid taking damage and dealing damage is not a priority.

 

Power of the Sun (0/5) (DO only) : “Brand of the Sun reduces the targets damage output and their chance to crit by 1/2/3/4/5%.”

If you’re a DO then Brand of the Sun will probably be your “go to” at-will for building up divinity so providing an extra debuff that helps the tank is always good.

 

Ancient Warding (0/5) (AC only) : “When the Anointed Army daily buff ends, the holder is Healed for .6/1.2/1.8/2.4/3% of their max Hit Points, and gains 1/2/3/4/5% of their total Action Points. In addition, the Anointed Action class feature now lasts 4/8/12/16/20% longer.”

The important part of this feat is the Anointed Army part, since you’ll (most likely) be using this daily power the little buffs it gives is always nice.

 

3rd Column

Living Fire (0/5) : “Whenever you are taken below 30% hit points, you deal 5/10/15/20/25% extra damage for 8 seconds.”

Again “below X HP”, it’s not always the best since it doesn’t last for long at all. (And I also believe this feat is currently bugged, not sure)

 

Weapons of Light (0/5) : “Allies within 30ft have their Power increased by 2/4/6/8/10% of your Power.”

This is an extremely important feat not only for power sharing builds but for all. It’s a passive power buff that even if you only have 20k base power (which is low for any build) it’ll still provide a 2k power buff without you having to do anything besides standing close to your allies.

 

4th Column

Bear your Sins (0/5) : “Foes who are under the effect of one of your Damage Over Time effects take 2/4/6/8/10% more damage from all sources”

A good part of your powers like Divine Glow, Break the Spirit, Brand of the Sun, etc, will provide a DoT necessary to activate this feat so it’s not that difficult to proc this debuff and it’s an easy way to increase overall damage of the party.

 

Piercing Light (0/5) : “Your damaging powers have 2/4/6/8/10% additional Armor Penetration.”

Just like Templar’s Domain feat, between your guild boon and companion you should have enough armor penetration to do solo content/for a dps build so no need to get this feat.

 

5th Column

Condemning Gaze (0/5) : “Your damaging encounter powers apply a stack of Condemned to affected and nearby targets for 30 seconds. If a foe reaches 5 stacks of Condemned they take 3/6/9/12/15% more damage from all sources for 15 seconds and will not gain new stacks of Condemned until this effect expires.”

Just by doing your rotation you’ll keep hitting the target with your encounters so this is mostly a free debuff you can provide that helps to increase the overall damage of your party.

 

Fire of the Gods (0/5) : “When you critically strike a foe they are set ablaze, taking 20/40/60/80/100% of your weapon damage every second for 15 seconds. This effect does not stack.”

Although again it’s a “% of weapon damage” feat, the highlight of this feat is that the damage it provides is considered a DoT so it’ll help proc Bear your Sins feat and weapon enchantments. For that reason if you plan on using this feat you’ll only need to add 1 point into it since even at 5/5 the damage it provides is only 28.3k damage after 15secs have passed (using legendary fey weapon as reference) which isn’t that noticeable and the target needs to stay alive for the 15secs to take full damage.

 

6th Column

Avatar of the Divine (0/1) : “When you enter combat you gain Avatar. Avatar increases your damage by 40% and increases your cooldown speed by 40% for 25 seconds. After you have activated Avatar you cannot benefit from it again for 60 seconds. Avatar will reactivate automatically when it is ready. Leaving combat cancels Avatar and resets the cooldown.”

Although dealing damage is not a priority getting a 40% increase doesn’t hurt if it only costs 1 feat point and it comes with a reduction in cooldowns so if you went this far into this feat tree then might aswell pick this one.

 

 

Don’t worry about following a build or what powers are the best to use at end game while leveling up. You’ll get a “free respec” (you can buy one for 7 Symbol of Savras from Sybella, which you can get by completing zones so basically free) and only once you get to level 70 will you need to think about rotations and builds. Just have fun and try out different powers! Only by using them and testing will you be able to understand how they work and see which ones you prefer. (Little note: if you want to level up faster go into the righteous tree and pick anything that says more damage)

 

 

 

Channel Divinity

 

This mechanic is unique to the DC class and is available at level 10.

There are 3 different aspects of this mechanic:

  • Divinity - As you can see around the left side of your screen there is a little bar with 3 little “+” signs. This is the divinity meter (no idea if that's the real name, just what I call it) and it is filled every time you use your at-wills (each at-will gives a different amount of divinity) until it’s full (until all 3 “+” are filled/lightened/yellow/whatever you want to call it). Each “+” represents 100% and full divinity is 300%. Note: you can use divine mode even if your divinity meter isn’t completely full! You only need a bit of divinity to be able to change to it but my advice is to only change if you have at least one “+” filled.

 

  • Divine Mode - Once you get divinity you can access divine mode by pressing “tab” (which in turn will make the divinity meter blue so it’s easier to differentiate between the 2). In this mode both your at-wills will change and the encounters you have will have different effects. Using an encounter will consume a filled “+” (but will not cause the encounter to have any cooldown so if you had a full divinity meter before entering divine mode you can use the same encounter 3 times in a row) while the at-wills will only consume a bit of the divinity. To leave this mode simply press “tab” again or once you run out of divinity you’ll automatically leave.

 

  • Empowered- When using an encounter in divine mode you’ll notice that a blue orb was created and is running around you. This is an empowerment and you can have up to 3 of them at the same time. When you have at least one empowerment active you’ll become empowered, meaning that for as long as the empowerment is active the next encounter you use will have better/different effects (all empowerments are removed after using one encounter).

 

Note: Even if you already have an empowerment active you can still regain divinity by using at-wills (the empowerment is only removed if time runs out or an encounter is used) and you can also reenter divine mode and get more empowerments (ex: if you have 1 empowerment and go back to divine mode and use an encounter you’ll then have 2 empowerments but the timer for the first one didn’t restart so you’ll need to hurry to use them)

 

 

 

Dungeons

 

Until you get to level 70 you won’t be that “needed” in parties since most of the lower dungeons will either have end game players rushing for the daily dungeon ad (this mostly happens in Cloak Tower and Temple of the Spider) or not require that much buffs and heals to defeat the mobs. But that doesn’t mean playing this dungeons is useless!

With the dungeons being “easier” it’s a good place where you can test out new powers, rotations, companions, etc (as long as the rest of your party isn’t dying and is able to kill the mobs). Take time to learn how the mobs act (even if some differ between the normal and epic dungeons it’s good to learn how a boss will act before doing a major attack), when to get out of red areas and experiment with divinity and when to save up for the next group of mobs.

 

 

 

Parties - Positioning and Dodge

 

As you’re leveling up and playing with others you’ll start to see that in some of your party members buff bars the icon for your buffs isn’t there. This will be because they were probably out of the reach of that power and since more than a few dps will be constantly running around to kill mobs or to activate their artifacts it’ll be hard to affect all allies with your powers.

So what will you need to do?

  1. Know your surroundings and where your allies are and position yourself in a way where your powers range can reach the most if not all your allies. You have to remember that they won’t stay in the same spot for long (especially if they get hurt they’ll start running around like a headless chickens instead of trying to find you…. *sigh*) so you’ll need to be constantly moving.
  2. Try to remember your party’s names and classes so that once you see that X is hurt you’ll know he’s Y class so he will probably be around Z.

Another important feature DC have is the dodge which is a big lifesaver since most of our powers have a long cast time so be sure to test it out and learn how many times you can use it before running out of stamina and the distance you can go with it.

 

 

 

Solo

 

Leveling up alone will take a bit of time and will be hard since you won’t do that much damage, your defenses are low and the healing encounters have long cooldowns if you have low recovery. So if you can find a party or get friends to play with it’ll help alot. If you can’t then be sure to pick either a tank or a striker companion depending on how you prefer to play. If you prefer focusing on healing and defense go with a striker and if you prefer buffs and doing damage go with a tank.

 

 

Armor

 

While leveling up - Just go with whatever you get that is better than you have and has the stats you need (more defense/recovery if you’re dying too much or more power/crit/arpen if you need to do more damage)

Once you get to level 70 then the “real game” starts so you’ll need to start looking for gear that has the specific stats you need. There are a lot of sets that you can get and some new dungeon specific that are helpful. Note: Tried to list them all but might have forgotten some.

Armor Sets:

  • Drowcraft Armor - An easy to get epic quality armor set that can be purchased in Mantol-Derith in exchange for Demonic Ichor (which can be earned from the skirmish Prophecy of Madness and Throne of the Dwarven Gods, Demogorgon and Demonic Heroic Encounters). This set is also bound to account and can be bought by any class for any class. Set bonus : 1 of set +10% damage resistance against demon type mobs; 2 of set - reduces the amount of madness inflicted by Demogorgon; 3 of set +50% damage resistance against paranoid delusions and underdark mount & companion affinity.

 

  • Alliance Restoration/Assault Armor - Rare quality armor that can be acquired by completing t1 dungeons or by buying in Protector's Enclave in exchange for Seal of the Elements. An epic quality of this armor can drop from t2 dungeons. Doesn’t have a set bonus.

 

  • Guild Restoration/Raid Armor - A rare quality set that like dragonflight armor, can only be purchased in a stronghold with the marketplace at level 2 and it will only cost guild marks to buy it. Doesn’t have a set bonus.

 

  • Dusk Restoration/Raid Armor - An epic quality set with a great set bonus that can now only be purchased in the legacy part of the Tarmalune Trade Bar Merchant (which requires you to have opened lockboxes to get the trade bars). The stats given by the combination of boots (Dusk Restoration Cuisses) + gloves (Dusk Raid Braces) from this set will only be inferior to vivified relic gear (if considering the total of power+recovery and defense). Set bonus : 1 of set - when not in a party: regenerate 1,698 hp every 3s (2% of your maximum health up to 2000); 2 of set - when in a party: +5,000 hp, +1,000 power, +1,000 defense; 3 of set - when in stronghold map: you and your allies gain 4,000 movement (this effect doesn’t stack and has no effect in stronghold siege), underdark mount & companion affinity.

 

  • Frostborn Restoration/Raid Armor - This set replaced the dusk set in the Tarmalune Trade Bar Merchant (where you can purchase the armor and boots) and Zen store (for the head and arm pieces) when mod 10 went live and the only more interesting thing from this set is that the pieces have everfrost resistance thus making the mod 10 areas “easier” and helping with getting the required amount of everfrost to do the dungeon and skirmish. Set bonus : 1 of set - when digging for Ostorian Relics there is a 25% chance you will obtain an additional relic; 2 of set - when not in a party: Wanderer's Vigor regenerate 1,830 hp every 3 seconds. (3% of your maximum health up to 3000.); 3 of set - when in Icewind Dale: you and your allies gain 4,000 movement (this effect does not stack).

 

  • Elven Restoration/Assault Armor - Epic quality armor that can be acquired by completing t3 dungeons or by buying in Protector's Enclave in exchange for Seal of the Protector. Doesn’t have a set bonus.

 

  • Dragonflight Restoration/Raid Armor - The stats on this pieces of gear are good but the set bonus could be better so it makes that maybe you’ll only need 1 piece of this set instead of going for the set bonus. This gear can be purchased in a stronghold that has marketplace at level 3 and requires Fangs of the Dragonflight (you can get them by completing the stronghold event Greed of the Dragonflight), Seals of the Protector (which you get from completing t2 dungeons and demogorgon) and guild marks. Set bonus : 2 of set +2,000hp; 3 of set +500 power.

 

  • Lighttender’s Raid/Restoration Armor - This is the end game set that can only be obtained from either the big heroic encounters in Bryn Shander (boots) or the 2 t3 dungeons (head/armor/arms) in an unrestored state, meaning that you’ll need to gather the needed materials to restore the pieces (which will have you either spend ad or farm a lot of heroic encounters for lanolin and wait a few weeks to get the full set restored since one of the items needed is a weekly drop from Fangbreaker Island). This set can also be vivified by using the weekly drop from Assault of Svardborg (Master). Set bonus : 1 of set +10% damage resistance against giant type mobs; 2 of set - when under the effect of everfrost +4000 movement; 3 of set - when under the effects of everfrost drinking an everfrost potion grants +10% outgoing damage.

 

 

Specific gear that is worth mentioning:

Head :

  • Dragon Loyalist Visage - A decent choice that can be obtained early on since it drops from the dungeon The Shores of Tuern. When equipped : +12,624 hp, +1,114 power, +743 arpen, +866 defense and when you have a draconic companion summoned, you gain a bonus effect which varies by companion.

 

  • Picaroon’s Tricorne - Same as the Loyalist Visage but with less defense and a bit more hp (and it’s a pirate hat… it looks cool so bonus points). Drops from the epic dungeon Cragmire Crypt. When equipped : +12,624hp, +1,114 power, +743 arpen, +379 defense and +20% gold bonus.

 

  • Jarl’s Gaze - Along with Relic gear this is an end game item that only drops from the skirmish Assault on Svardborg (Master). When equipped : +5,877 hp, +2,149 power, +829 defense and gain 20 Power for every percent of everfrost resistance you have (only active in zones with everfrost).

 

  • Guise of the Wolf Clan - This is a new piece from mod 11b which might be useful to power sharing builds. It can be bought out of the Mysterious Merchant for 20,000 guild marks (the items the merchant sells are random each week it’s summoned so it might not be available)When equipped : +12,624 hp, +516 power, +1,490 defense and when not in a party: +2000 defense, when in a party: +2000 power.

 

Armor :

  • Lifesilk Spinneret - A good piece with high power and recovery that drops from the epic dungeon Temple of the Spider. When equipped : +25,248 hp, +12 AC, +1,444 power, +1,444 recovery, +568 defense and when you use a control power, you regenerate 1% of your health (has a 10s cooldown).

 

  • Zulkir’s Dreadnought - Has slightly more power than Lifesilk and with lifesteal instead of recovery. Drops from the epic dungeon Valindra’s Tower. When equipped : +25,248hp, +12 AC, +1,733 power, +703 defense, +1,155 Life steal and when you have an undead companion summoned, you gain a bonus effect which varies by companion.

 

  • Morlanth’s Shroud - A more recovery/protection focused piece that can be acquired from completing the quest “The Shard of Night” (mod 11b story line). When equipped : +25,248 hp, +14 AC, +1,155 power, +1,733 recovery, +703 defense and when you have less than 10%health and kill an enemy, you gain 25% of your health back.

 

Arms :

  • Survivor’s Wraps - This gear has really high power at the cost of other stats and a loss of hp on daily use. It drops from the epic trial Demogorgon (normal). When equipped : +2,785 power and on Daily use you lose 25% of your hp over 10s as bleed damage.

 

Boots :

  • Fadeless Walkers - An item with high power and drops from the stronghold heroic encounter Giants Among the Dead. When equipped : +9,520hp, +482 defense and if you’re above 50%hp +1,418 power, else +1,418 life steal.

 

  • Black Ice Treads - It has high recovery but no power and it’s hard to get used to the ice slide effect when walking. Drops from the dungeon Kessell’s Retreat. When equipped : +10,554 hp, +1,564 recovery, +508 defense and speed is increased by 10% when charged with Black ice (does not work in pvp).

 

 

 

 

Weapons

 

While leveling up : If you can afford to buy the Ensorcelled Mulhorand Symbol and Ensorcelled Mulhorand Icon then you’ll be set until you start farming for an artifact weapon set at level 70 since this weapons will adjust to your level while you’re leveling up. Else just get the Dragon Bone weapons or just keep upgrading your weapons from the ones you’ll keep getting/finding of mobs until level 70.

At level 70 : This is where you’ll start your farm for the weapon set you prefer.

  • Elemental Fire Holy Symbol/Icon - This will be the first set you’ll get by just playing the game (you’ll get the icon once you reach level 70 and the holy symbol for completing all the quests in Spinward Rise). This will be a decent start if you didn’t get the ensorcelled mulhorand weapons but if you did then you can ignore this set since you would need to upgrade them until at least purple for it to be a bit better than the ensorcelled ones (so it would be a waste of refinement). Set bonus : +394 power, +394 recovery.

 

  • Drowned Holy Symbol/Icon & Burning Holy Symbol/Icon - I included this 2 together since they have similar features such as they both can be obtained from a quest (collect 100 motes of water/fire from heroic encounters in Drowned Shore/Fiery Pit - advice don’t do this…), be crafted by professions and be bought of the auction house. This weapons are easy to obtain but the big disadvantage between this ones and the new sets is that the 2nd enchantment slot only unlocks at legendary quality and for that you’ll need a lot of refinement points. Set bonus : Drowned - when you are struck, heal for 50% of your maximum hp over the next 30s (this effect may only occur once every 60s); Burning - when using a daily power, there is a chance 25% of your ap will be immediately restored.

 

  • Twisted Omoioma/Icon - The set bonus from this weapons will give you a great amount of power* but like all other pre mod 10 weapons, the 2nd enchantment slot only unlocks at legendary quality. Both pieces can be bought in Mantol-Derith for 20 twisted ichor (obtained by completing epic demogorgon and getting either silver rank for 1 ichor or gold rank for 2) and 800 demonic ichor each. Set bonus: gain the effect of paranoia and bloodlust, Paranoia - gain 160 defense when struck, lose a stack when you strike an enemy. Bloodlust - gain 160 power when you strike an enemy, lose a stack when you are struck. Neither paranoia or bloodlust may exceed 24 stacks or be reduced below 1 stack.

 

  • Fey Holy Symbol/Icon - This is the new set that came out in mod 11. It has higher damage, stats and the 2nd enchantment slots are unlocked at epic quality. Unlike the other sets I said before this weapons will require you to restore them before you can use them which will take a bit of time and effort to get all the materials needed. Set bonus : when you use and encounter power, you become Fey-Touched, which restores 10% of your ap, as well as increase your outgoing damage by 3% and your outgoing healing by 6% for 10s (you can only be Fey-Touched once every 30s).

 

Note: I didn’t talk about the Lighttender’s weapon set since I have never used them so wouldn’t be able to give good information about them. If anyone can provide the advice on how they work for DC I’d appreciate it.

*-This power is not accounted for power sharing, only base power is transferred in power sharing.

 

 

 

Artifact Equipment - Neck/Belt

 

Having a full set will not be important, you can get it but it’s best to go with the pieces that provide the stats you need. (All stats will be for legendary quality)

Neck :

  • Greater Lathander's Cloak - “+8 AC, +846 power, +530 recovery, +530 defense” It can be acquired from Temple of Tiamat raid or from the trader in Well of the Dragons for 15 linu’s favor.

 

  • Amulet of Tiamat's Demise - “Increases Action Points by 4% every 3 secs while in combat, +846 power, +530 recovery, +530 defense” It can only be acquired from Temple of Tiamat raid.

 

  • Greater Imperial Dragon Cloak - “Increases Action Points by 4% every 3 secs while in combat, +846 power, +530 recovery, +530 critical strike” It can be acquired from Temple of Tiamat raid or from the trader in Well of the Dragons for 15 linu’s favor.

 

  • Amulet of Valindra's Favor - “Increases Action Points by 4% every 3 secs while in combat, +846 power, +530 recovery, +530 critical strike” It can be acquired from the epic dungeon Valindra’s Tower.

 

Belt :

  • Greater Lathander's Belt - “+2 Wisdom, +2 Charisma, +846 power, +530 recovery, +530 defense”. It can be acquired from Temple of Tiamat raid or from the trader in Well of the Dragons for 15 linu’s favor.

 

  • Tiamat Sash - “+2 Wisdom, +2 Charisma, +846 power, +530 recovery, +530 critical strike”. It can only be acquired from Temple of Tiamat raid.

 

  • Greater Belt of Wisdom - “+4 Wisdom, +846 power, +530 recovery, +530 defense”.

 

  • Greater Imperial Waistband of Honor - “+2 Wisdom, +2 Strength, +846 power, +530 recovery, +530 critical strike”. It can be acquired from Temple of Tiamat raid or from the trader in Well of the Dragons for 15 linu’s favor.

 

 

 

Rings

 

Underdark : Rings that depending on which one can be obtained in different skirmish/trial/dungeon. Each type of ring will have higher percentage or higher stats depending on the their ranking (+1 to +5). With rings up to +2 being bound on equip so they can be bought of the auction house, and +3 up will be account bound. +4 rings have 2 enchantment slots (1 offense and 1 defense) and +5 have either 2 offense or 2 defense slots.

 

  • Rising Power - “On hitting a foe you gain 55/75/95/115/135 power for 4 seconds. This effect can stack a maximum of 10 times.” At +5, 2 offense slots. Can be obtained from epic trial Demogorgon (normal or master).

 

  • Brutality - “Every 30 seconds you gain 4000 power for 2/4/6/8/10 seconds. This effect only works in combat.”  At +5, 2 offense slots. Can be obtained from epic trial Demogorgon (normal or master).

 

  • Rising Focus - “On hitting a foe you gain 55/75/95/115/135 recovery for 4 seconds. This effect can stack a maximum of 10 times.” At +5, 2 offense slots. Can be obtained from the skirmish Prophecy of Madness.

 

  • Rising Precision - “On hitting a foe you gain 55/75/95/115/135 critical strike for 4 seconds. This effect can stack a maximum of 10 times.” At +5, 2 offense slots. Can be obtained from the skirmish Prophecy of Madness.

 

Storm king's Thunder : Rings that can be obtained from completing the dungeon Fangbreaker Island or the epic trial Assault on Svardborg (normal or master). They have 2 types of quality for each ring: normal (1 offense slot and 1 defense slot) and greater (either 2 offense slots or 2 defense slots depending on the type and slightly higher stats). All rings are character bound.

  • Ostorian Ring of Helling -  Normal: +435 recovery, +435 power, +3% everfrost damage resist. Greater: +475 recovery, +475 power, +3% everfrost damage resist (2 offense slots).

 

  • Ostorian Ring of Skold - Normal: +435 recovery, +435 defense, +3% everfrost damage resist. Greater: +475 recovery, +475 defense, +3% everfrost damage resist (2 defense slots).

 

  • Ostorian Ring of Dod -  Normal: +435 power, +435 critical strike, +3% everfrost damage resist. Greater: +475 power, +475 critical strike, +3% everfrost damage resist (2 offense slots).

 

  • Ostorian Ring of Krig -  Normal: +435 recovery, +435 critical strike, +3% everfrost damage resist. Greater: +475 recovery, +475 critical strike, +3% everfrost damage resist (2 offense slots).

 

Others :

  • Personalized Adamant Ring of Recovery - +394 recovery, +394 power and 2 enchantment slots (1 offense and 1 defense). Can be crafted by the profession Jewelcrafting at level 25.

 

 

 

Artifacts

 

This will be just a few artifacts that will either have a useful use or good stats for DC. (All stats will be at mythical quality.)

Sigils are free artifacts you’ll get once you reach level 60 (the sigil you get depends on the class you leveled up and once you unlock a sigil of a certain class, you’ll be able to reclaim it in your other characters even if they have a different class).

  • Sigil of the Devoted - Use: “Your Devoted Cleric spirit fills you with divine power, granting 100% of your total Action Points over 15 seconds. In addition, while this buff is active you Heal yourself for 869 whenever you use an encounter power.” Equip: +1000 power, +1000 defense, +600 incoming healing bonus.

 

  • Sigil of the Hunter - Use: “Your Hunter Ranger spirit allows you to call down a rain of arrows at target enemy’s location, dealing 3,243 damage every 0.5 seconds for 6 seconds.” Equip: +1000 power, +1000 recovery, +600 stamina/guard gain.

 

  • Sigil of the Controller - Use: “Your Control Wizard spirit pushes away surrounding enemies with arcane force for 9,728 damage, and then creates ice to root them in place for 1.5 seconds dealing an additional 6,486 damage.” Equip: +1000 power, +1000 critical strike, +600 control resist.

 

  • Sigil of the Oathbound Paladin - Use: “Your Oathbound Paladin spirit will erect a temporary zone of safety where you, and your allies, gain 20% increased damage resistance and are rapidly healed.”  Equip: +4000 maximum hit points, +1000 power, +600 AoE resist.

 

The next few artifacts can be obtained from either lockboxes or the tarmalune trade bar merchant or from dungeons (as random drop) but the chances of getting one from this methods is low so it’ll be easier to just buy them off the auction house. Some are part of an artifact set so I’ll include the set bonus as well.

  • Eye of Lathander - Use: “Resurrects an ally or companion from afar and restores 80% of their Hit Points. Range 80ft” Equip: +1000 defense, +1000 life steal, +600 incoming healing bonus. Set bonus: “If you are returned from Near Death status, you and nearby allies will be healed for 50% of their maximum hit points and receive a buff to their Recovery of 500 points for 10 seconds. You are also immune to injuries due to death.”

 

  • Tiamat’s Orb of Majesty - Use: “Tiamat’s frightening roar Stuns nearby enemies for 4.5 seconds(enemy players for 2.5 seconds) and reduces their damage by 13% for 12 seconds.” Equip: +500 power, +500 critical strike, +500 recovery, +500 armor penetration, +600 action point gain. Set bonus: “Increases Outgoing Healing by 5% and Incoming Healing by 5%.”

 

  • Oghma’s Token of Free Movement - Use: “Removes control effects other than knock or prone, deals 3,421 damage to nearby enemies, and makes you immune to those control effects for 5 seconds.” Equip: +1000 defense, +1000 deflection, +600 control resist.

 

  • Symbol of Air - Use: “Leap forward 40ft, unleashing a burst of wind and cold. Foes within 20ft of your landing take 32,428 damage. If you don not strike any foes, you instead gain 30% movement speed boost for 5 seconds.” Equip: +1000 power, +1000 recovery, +600 movement.

 

  • Symbol of Fire - Use: “Applies a spreading fire to a single enemy when activated. Activating again deals 27,564 fire damage to all enemies to which the fire spread. Failing to activate within 6 seconds will cause a fizzle dealing only 1,621 fire damage.” Equip: +1000 power, +600 recovery, +1000 defense.

 

  • Hearth of the Black Dragon - Use: “Deals 4,236 Acid damage (+20% if you are Dragonborn) to up to 7 enemies in a line in front of the user and causes acid to splash off of them to damage nearby enemies. Splashed enemies take 304 Acid damage every second for 6 seconds. Also grants you 620 Defense for 8 seconds. This artifact has its internal cooldown reduced by 75% if no targets are hit.” Equip: +1000 recovery, +1000 armor penetration, +600 action point gain.

 

  • Hearth of the Red Dragon - Use: “Deals 92,463 damage (+20% if you are Dragonborn) to up to 7 enemies and sets those targets on fire dealing 499 fire damage every 1 second for 4 seconds. Also grants you 620 Defense for 8 seconds. This artifact has its internal cooldown reduced by 75% if no targets are hit.” Equip: +1000 power, +1000 defense, +600 regeneration.

 

 

 

Enchantments

 

Offense :

Depending on the type of build you're making you'll need to focus on a different stat so if you're going full power share build go Radiant enchantments or even Cruel if your guild has a high enough power boon (remember that for power share what counts is the BASE power so it's best to have all Radiant enchants in your character and add Silvery on your companion for recovery). You can also make recovery based builds (Silvery enchantments or Cruel enchantments) or even crit based builds (Azure enchantments or Black Ice enchantments).

 

Defense :

For defense you'll want to well... focus on improving your defenses so you're able to survive longer in battles. I would recommend on getting Azure enchantments on all defense slots but if you prefer to PvP then go with Silvery for the deflect.

 

Utility :

DC are already extremely slow so if you don't need anymore refinement you can go with Dark enchantments for the extra speed (but you'll still be slower than other classes, don't worry you'll get used to it, that's what the dodge is for) but if you still need refinement the go with either Quartermasters, Dragon's Hoard or Fey Blessings depending on what type you need.

 

Weapon :

The weapon enchantments can be divided into debuff and damage/utility. For debuff enchantments the best is the Frost enchantment (10% debuff) but you'll only get this debuff at Transcendent which can be quite expensive so the other option is Plague Fire enchantment (9% debuff). If you prefer to have a bit of help in dps then I'd recommend Lightning since it gives a cooldown reduction besides an increase in aoe damage. Other options for dps are Dread and Vorpal enchantments.

 

Armor :

The most common choice is the Soulforged enchantment ("When you fall in combat your Soulforged armor will resurrect you and heal you for 4,459 and 743 every second for 3 seconds. This effect can only trigger once every 90 seconds") since it gives you a "2nd chance" and it doesn't need to be refined over lesser for it to already be useful. Other options if you prefer are Negation ("When receiving damage each hit stacks a 1% increase to your damage resistance for 6 seconds. This effect can stack a maximum of 10 times") and Barkshield ("Every 8 seconds your armor receives a charge of Bolstered Bark up to maximum of 3 charges. When you have one charge of Bolstered Bark your armor absorbs 559 damage. When you have two charges of Bolstered Bark your armor absorbs 1,119 damage. When you have three charge of Bolstered Bark your armor absorbs 1,678 damage. Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed")

 

 

Summoned

 

This companions will not offer the best active bonus but instead will be used for what they can do in battles. Fast attack speed to keep up insignia bonuses, Attack or Defense slots for bonding runestones and buffs or debuffs they can provide while attacking. For this reasons you should probably only have one of this companions active.

 

  • Sellsword  / Rebel Mercenary - I added this two together since the Rebel Mercenary is just a reskin of the Sellsword and the other difference is their active bonus (Sellsword - +300 Power, Rebel Mercenary - +165 Power and +165 Armor Penetration). They both get 3 offense slots and they're gear slots are Waist, Neck, Sword Knot which can be hard to obtain specially from IG (Illusionist's Gambit). At level 30 (rare quality) it'll unlock a power which will provide a 10% debuff of the targets defenses. This debuff stacks with other Sellsword/Rebel Mercenary companions.

 

  • Con Artist - Active Bonus- +300 crit. This companion only gets 2 offense slots and 1 defense but it's gear slots are all Rings which makes it easier to gear up with SKT rings (which unlike IG gear, it can have recovery as it's stat). The debuff it provides is the same as the Sellsword/Rebel Mercenary and it also only unlocks at level 30 (rare quality).

 

  • Harper Bard - Active Bonus- +1200 hp. This companion only gets 1 offense slot and 2 defense slots and it's gear slots are Ring, Neck, Waist which makes it also hard to gear up but the Harper Bard will not only provide a debuff to a target (the amount will depend on it's level and amount of HP of the target, not sure how much it does) but will also provide a buff to allies around you (this to depends on it's level and the HP of your allies but can confirm that at level 35 it provides an increase of 800 power and 800 crit if the targets are above 50% HP). At level 30 it unlocks a power which will increase your HP by 10%.

 

 

 

Active Bonus

 

This companions will not be used as active and will simply serve to provide extra bonuses for your character. All values are from their epic quality versions, lower quality versions will posses lower % on the respective bonus.

 

  • Sprite/Ice Sprite/Fire Sprite - +2% Action Point Gain.
  • Polar Bear Cub - +5% Outgoing healing
  • Deva Champion - +5% Outgoing healing and +5% Incoming Healing
  • Lillend - On Daily use: Heal nearby friends 2% of their Max Hp once every 30 seconds.
  • Owlbear Cub - On Encounter use: If you fail to critically hit, do an additional hit for damage equal to 50% of your power.
  • Silver-Scaled Cleric Disciple - +2.5% Outgoing healing and +2.5% Incoming Healing
  • Book Imp - +2% Recharge Speed (this one is hard to get since it's reward for an achievement from Foundry)

 

 

You won't need to worry about insignia bonus and powers until you reach level 70 but I’d advise to get a mount with the Wanderers Fortune insignia bonus while leveling up and storing all the stones you get from it since it’ll help a lot when you start to refine your gear.

 

Equip Power

 

The most commonly used power by DC is the “Using a Daily Power grants 15%/25% of your total Action Points over 10 seconds” which is great since a good part of our buffs come from dailies so to be able to always have full ap to “spam” them is good. This power is from the Flail Snail, Embellished Apparatus of Gond and Gorgon (for the 15% one) and from the Flail Snail (Legacy) and Coastal Flail Snail (for the 25% one).

An interesting one that I’ve seen a few people use is the “Activating an Artifact power reduces all your cooldowns by 20%/35%”. If you have a mythic artifact and maybe low recovery it might be good and it will also help with the hallowed ground cooldown. This power is from the Griffon (for the 20% one) and the Armored Griffon (for the 35% one).

If instead you see you’re lacking a certain stat then just go with one that has +2000/+4000 of the stat you want. Note: There are too many equip powers for the different mounts so remember to check the wiki if needed http://neverwinter.gamepedia.com/Mount_Powers.

 

Insignias

 

I’ll just list the few insignia bonus that I know are useful but as always just pick the ones that you need/feel like.

Assassin’s Covenant (1 Regal, 2 Enlightened) - “You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power.”  

You’ll lose a bit of defenses but in a party that won’t be a problem and the more power the better! .... right?

Mounts that have this: Aberrant Fey Wolf; Apparatus of Gond; Apparatus of Kwalish; Gorgon; Stormraider Clydesdale; White Owlbear; Beholder Personal Tank; Emperor Beetle; Imperial Rage Drake; Tenser’s Floating Disk.

 

Gladiator’s Guile (1 Regal, 1 Illuminated, 1 Enlightened) - “When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, gain 15% of your Power as Stamina Gain.”

This one is easy (but somewhat expensive). The more speed you have the faster you can get away from danger and run after your party members that enjoy going Leeroy Jenkins everywhere.

Mounts that have this: Black Stallion; Wolf of the Wild Hunt; Apparatus of Gond; Dawn Unicorn; Gas Spore; Gorgon; Heavy Giant Spider; Heavy Mystic Nightmare; Lord’s Armored Polar Bear; Silverback Bear; Stormraider Clydesdale; Turmish Lion; Armored Giant Strider; Beholder Personal Tank; Emperor Beetle; Imperial Rage Drake; Skeleton Steed; Swift Golden Lion; Tenser’s Floating Disk.

 

Wanderer’s Fortune (1 Crescent, 1 Regal, 1 Illuminated) - “You have a 4% chance after killing a foe to find a Refining Stone at your feet.”

As I said before this will help you a lot while you still need to get enough refinement to upgrade your gear. Just store all and wait for a double refinement event to use them.

Mounts that have this: Gilded Giant Spider; Armored Bear; Bulette; Dawn Unicorn; Elite Shadow Wolf; Griffon; Heavy Giant Spider; Heavy Inferno Nightmare; High Forest Bear; Lord’s Armored Polar Bear; Turmish Lion; Armored Axe Beak; Armored Bulette; Armored Giant Strider; Armored Griffon; Champion’s Armored Bulette; Emperor Beetle; Imperial Rage Drake; Skeleton Steed; Swift Golden Lion.

 

Shepherd's Devotion (1 Regal, 1 Barbed, 1 Illuminated) - “Whenever you use a Daily power, your teammates Defense, Deflection, and Movement are increased by 5% of your Power for 10 seconds.”

If you have enough recovery and AP gain and are able to almost perma spam dailies then this one is a must since it’ll help slightly with tanking and with moving faster. This bonus will also affect you as well as your party members (not sure if supposed or not).

Mounts that have this: Sabino Destrier; Small Forest Stag; Axe Beak (Legacy); Dawn Unicorn; Enchanted Courser; Giant Crab; Guard Drake; Heavy Giant Spider; Leopard of Chult; Lord’s Armored Polar Bear; Rage Drake; Turmish Lion; White Tiger; Armored Giant Strider; Black Ice Warhorse; Coastal Flail Snail; Emperor Beetle; Imperial Rage Drake; Runeclad Manticore; Skeleton Steed; Swift Golden Lion.

 

Artificer’s Persuasion (2 Barbed, 1 Illuminated) - “Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.”

You’ll need a mythic artifact to really get the benefits from this bonus but the amount you get is great once you’re more geared up.

Mounts that have this: Medium Waterdeep Horse; Tuigan Courser; Axe Beak (Legacy); Enchanted Courser; Flail Snail (Legacy); Leopard of Chult; Rage Drake; Savage Polar Bear; Skeletal Worg; Tiger-striped Owlbear; Armored Giant Strider; Black Ice Warhorse; Coastal Flail Snail; Runeclad Manticore; Skeleton Steed; Swift Golden Lion.

 

Protector’s Camaraderie (2 Regal, 1 Barbed) - “Whenever your summoned Companion attacks, you gain 3% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.”

This is a useful one if you have a fast attacking companion since it’ll keep the 4 stacks up all the time, giving you a good boost in stats.

Mounts that have this: Arkaiun Courser; Medium Black Horse; Trained Grizzly; Giant Beetle; Giant Crab; Guard Drake; Purple Owlbear; White Tiger; Black Ice Warhorse; Coastal Flail Snail; Emperor Beetle; Imperial Rage Drake; Runeclad Manticore.

 

Note: If you want to know which other insignia bonus there are and which mounts have them just follow the link : https://two30.github.io/neverwinter-insignia/ . This has everything and I wish I knew who made it so I can thank them myself.

 

Just like the main ability score for this class, the best advice I can give is that you need to acquire knowledge:

 

  • Know yourself - No I don’t mean to go on a spiritualistic journey and figure out who you are… What this means is to know your powers, what they do in normal/divinity/empowered modes, where they’re best used, their range and how to use them. Know your stats, how they change with your companion active and how that affects your powers.

 

  • Know the dungeons - The more you know the place you’re running the better the run will go. By knowing when the next boss or a particularly difficult part will be you’ll be able to know when to save up divinity and ap. And you’ll know when you need to make a quick stop to change powers (remember the dps might not stop running so you’ll have to hurry) instead of finding yourself in the middle of a fight trying to change them.

 

  • Know your party - Understanding how the players in your party act and their classes will help you determine what you’ll need to do. Where you should position yourself, if you need to go more protection or full buffs or even if you need to change companions. If you have another DC in your party/queue just TALK with them so both know which powers the other one is using and by using different ones you’ll be able to optimize your party. (Little note : DO only have a “good” daily so let them do hallowed ground while AC does AA)

 

  • Know how to adapt - Do not assume that by using a certain rotation you’ll always be fine. Sometimes you’ll get into parties that need more healing or some that need a bit of help with tanking so you’ll need to make decisions on the spot. Do not get fixed on the idea that you need full divinity before going into divine mode to then get a full empowered encounter. Use what you can and decide on the best action for that particular moment that will best help your party but always remember to prepare for what will come next.

BloodTalons PVE Archer HR DPS Build

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INTRODUCTION:

The Hunter Ranger is an excellent DPS class in Neverwinter that can provide single-target and AoE damage as well as some very nice buffs. It can be an excellent addition to any team; massacring the enemies as well as providing a lot of “behind the scenes” advantages to the whole team. Like the other Classes, it has a few different “builds” that it can do. This is my guide to one of those “builds”; the Archer Build.

Please note, it is under construction and will be updated with new information as I finish it. Also, this first half is mostly exposition. It does go into Archer strengths and weaknesses, but feel free to skip it if you just want to get right to the actual build.

WHY AN ARCHER:

Firstly, don’t let people fool you. Most DPS builds/classes in the hands of equally skilled people with equal iL are going to do about the same amount of damage. There IS some variance; some builds are slightly better than others, especially situationally. However, it isn’t enough of a difference that you should play a build you are not good at or dislike solely because someone else thinks it is at the top for DPS. Chances are that it isn’t, and chances are you will be bad at it anyway. I have seen far more HR Trappers who can’t play Trapper and did horribly in a run because of it than I have seen good Trappers. It isn’t because there is anything wrong with the build (Trappers are great), but that Trapper playstyle just doesn’t fit everyone.

So, that is the main reason to play Archer instead; if Archer playstyle fits you better than either of the other two (Trapper or Combat), then you definitely should play Archer. You will do far better on it than you will the other two.

The other reason to play Archer is because, in certain situations, they outperform the other two. Not every situation as there are times when they don’t outperform the other two, but often enough. Archers can be top DPS a good deal of the time; if played right. That last part is important; if played right. Archers are not Trappers or Combats who just attack from farther away. They play differently, and if you don’t play to their strengths, you are going to have a disappointing time. The largest mistake most people make is trying to play them exactly like they would a Trapper or Combat.

ARCHER STRENGTHS AND WEAKNESSES

Naturally, one of the Archer’s largest strengths is that we attack from far range. This means we completely escape much of the AoE damage other classes have to soak up, as well as having a better view and command of the battlefield. We can reposition easily if we need to, and can get away with a lot less damage mitigation. This means most of our stats get channeled into the pure damage ones (Crit chance/severity, power, armor penetration), because we can ignore the defensive ones almost completely. This makes a large difference in our stats.

Our range does have to be counted as a weakness as well. As most “anti-archer” people will note, our range means we can miss out on some party buffs. Things like Anointed Army or Aura buffs from Paladins, etc. In reality, I catch Anointed Army about as often as every other non-melee class that isn’t standing right on top of the tank, but I do miss Paladin buffs and the like. It makes a difference, but I have not found it makes as large of one as people seem to think. Even without the buffs, the Archer is still able to do equal or more DPS than the classes who do get the buffs. That is saying something.

Another strength is we are excellent in a team. We can provide buffs to everyone that have serious impact, and when someone holds aggro for us we can pour on massive damage. If that tank knows to give us the enemies back, we can outright melt things. We are team players, and we give as much to our parties as we get from them. In a party is where we excel.

This means our obvious weakness is solo play. It is actually our largest weakness. We can do most solo content just fine, but not nearly as smoothly as the other two HR builds. A Combat or Trapper is going to have an easier time solo playing. Mainly, this is because we lose a LOT of our potential damage when things are up close to us; which anything we aggro will naturally close distance and be up close. Shifting to gain distance helps a little bit, but our best option is just to one-shot things before they can close or drop AoE around us so even after they close they still get melted quickly. Just be aware, though, solo play is where we struggle at the most.

Another benefit is that we have a REALLY long range. Like, REALLY long. This allows us to almost always hit first. It also means when enemies are spawning at opposite ends of a map, we can just stand in the center, never moving, and continuously hit our targets WAY faster than others can run into range to hit them. Tiamat is a prime example. We can basically cover all 3 clerics with little effort, allowing us to apply our DPS where most needed. This is also very prominent in all of the skirmishes where others have to run across the map to get to the new spawns but we don’t. We stand outside of the battlefield, but cover it all. We are unfazed by those bosses or enemies that run or blink around, laughing as they try to escape our piercing death.

ARCHER’S PLAYSTYLE:

So, the best reason to play an Archer is because of its playstyle. You might be wondering what that playstyle even is. Well, basically, it is standing far back out of the mosh-pit that is typical combat and raining hell down on your targets. You command a birds-eye view of the field, and can react better to the changes because of it (seriously, I am almost always the one freeing people from Valindra’s grasp or Permafrost, etc). You are perfectly positioned to pick off high-priority targets, and are really good at switching between AoE damage and single-target depending on what you determine is needed.

It also means you will mainly use At-Will powers. This is probably the more controversial part of the guide, as well as the main reason most people fail at Archer. To put it bluntly, no Encounter or Daily power we have will equal the single-target DPS of a single Aimed Shot attack. With very few exceptions, they won’t even come close. This is the same for AoE damage and Electric Shot. Trying to use AoE Encounter powers wastes time and will do sub-par DPS to if you had just held down your mouse button and rained down a few Electric Shots. At-Wills have no cooldowns to worry about, and get extra bonuses when we use them, and do more DPS than Encounter powers.

This means, for Encounter powers, we have to be very selective of which we use and when. We typically only use either long-lasting AoE attacks that we can drop down before the fight even begins (basically giving us free DPS) or utility/buff Encounter powers. We also use them discriminately; not spamming them but choosing when they will have more effect than just using an At-Will would. Through the use of these and our At-Wills that outdamage all Encounter powers anyway, we not only rack up great DPS but contribute utility to the team at the same time.

If you are one of those players who yawns at the idea of standing outside of the battle and chunking enemy health bars with At-Will shot after At-Will shot, dropping in the occasional Encounter power strategically when it will have the most effect, then Archer is NOT for you. We do not spam Encounter powers, as doing such strips away a lot of our DPS. We watch the battle and then use them to their greatest gain.

If being the Harbinger of Ranged Death, standing on the fringe of battle and calculating when is the best time to use a power rather than just blasting them off as soon as they drop out of cooldown, then welcome to Archer. You are going to love it here.

RACE:

This one doesn’t matter enough for me to make a definitive suggestion. Any that provide you Dexterity and Wisdom will work. Pick one that you like and can enjoy the aesthetic of.

STATS:

Dexterity and Wisdom are your two main stats. Strength helps out a bit as it gives you Armor Penetration, but considering how easy it is to get the 60% you want (or higher, which you will want come Mod 12), it isn’t worth actually investing in Strength for it. Charisma also helps a bit too with Combat Advantage, but not as much as either Dexterity or Wisdom will. As such, stick with those two.

PARAGON PATH:

I would highly suggest Stormwarden. The main reason is because it gives us access to some excellent AoE options that will compliment our single-target damage. Electric Shot is a perfect At-Will pairing with Aimed Shot, allowing you to either melt a single target in a single hit or pour on constant, VERY wide AoE damage to a group. Split the Sky is a great Encounter Power solely because it lasts so long, allowing us to set it out before the enemies arrive or even spawn (making it free DPS). Twin-Blade Storm Passive is even more AoE damage for when we need it.

In comparison, Pathfinder just doesn’t have anything to offer that we would prefer. Hunters Teamwork/Careful Attack is a single-target At-Will, and using it would lower our DPS (we could have just hit the single target with Aimed Shot and done RIDICULOUSLY more damage). The Encounter Powers and Passives are equally non-useful to us, mainly concentrating on survivability which we do not need.

STATS WE CARE ABOUT (AND DON’T):

I will get into more depth on this one later, but suffice it to say there are only a handful of stats we actually care about and a lot we don’t. A lot of them are stats the other HR builds need or must have. This ability for us to not care about them means we get to stack the pure DPS providing stats even higher than they can (part of the reason we have the potential to out-DPS them).

Want:

Power – Obvious reason. More we have, more damage we do.

Critical Chance – We want a full 100% (or higher) build. Not only does landing a Crit just do more damage than a regular hit, but we also get extra procs and benefits each time we land a Crit from our feats. This means we want EVERY hit we do to crit if we can.

Critical Severity – If every hit we do is a Crit, then we want our Crits to hurt as much as possible. There is diminishing returns on this one, but even when diminished, every bit of it is more damage you will do.

Armor Penetration – Just like Critical Severity, there is a point where more of this doesn’t really help out. That magic number as of right now is 60%, but there are rumors that will change come Mod 12. We do want that 60%, as it also increases the damage we can do.

Always Useful, But Not A Priority:

Health – We don’t get hit often, but we do get hit. Especially when the tank can’t manage to hold aggro through our damage or an unescapable AoE gets used by an enemy. As such, getting HP is useful. It isn’t a priority to us, though, like it would be to some others. Take it where you can get it, but don’t focus on it. Getting enough to avoid being one-shot is really the goal.

Recovery – Considering we mainly use At-Wills (which never go on cooldown), getting Recovery doesn’t help us all that much. Even for the Encounter Powers we do have, we use them strategically instead of spamming them. Plus, one of our Archery feats basically cuts all of our cooldowns in half; so we REALLY don’t need much Recovery. If it comes attached to an item with stats you actually DO want, take it. Other than that, though, don’t seek it out.

Defense – See Health. Basically, the same thing.

Don’t Care About:

Lifesteal – We get hit so seldom, that a single potion is usually enough to fill us back up on those times we do take damage. By time we take more damage, our potion will be off of cooldown and ready to use again. Lifesteal doesn’t really do us any good except maybe save us some gold on potions. Ignore it. Doing so will allow you to increase the stats you do want.

Deflect – Same as above.

Most Everything Else – We just don’t have a lot of use for the other stats. We are outside of most of the fighting, so avoiding most of the control effects is easy. We don’t need the healing bonus or regeneration, etc. This is our secret ace; the ability to funnel our stats directly to those that increase our damage and ignore the rest.

 

 

FEATS:

Feats are what really distinguishes an Archer from a Trapper from a Combat. Trapper feats are a lot more about lessening cooldowns and gaining benefit from shifting stances. Combat provides some decent damage bonuses and some much-needed damage mitigation for that build. Archer feats are almost primarily about damage; especially from range. You are going to want to invest entirely in the Archer line; mainly because none of the starting feats in the other two will help an Archer out at all. Putting any points into them will be a waste.

I will break down most of the Feat choices. Many of them are obvious, but a few are up to preference.

Heroics:

Predatory Action – Ignore this one completely. As any HR will tell you, our Daily powers are nearly worthless.

Weapon Mastery – Worth capping, as we will want to be at 100% Crit Chance. Admittedly, this is an easy thing for us to do due to our Archer feats; but only when we are at ranged and nothing is around us. These extra Crit % will help out, especially for those times something closes with us and we lose the extra Crit due to not being at range. Plus, the only other option would be to put points in Predatory Action, and that is a complete waste.

Toughness – For the most part, Archers get to escape a lot of the damage. We can’t escape it all, though. We will want to be tough enough to absorb some punishment, so cap this one out.

Swift Footwork – We do slide/dodge a bit, but not as much as those up close. It will be seldom that you find yourself out of stamina except in fights that force you to be up close (and those are thankfully pretty rare). As such, completely skip this one.

Battlewise – A lot of our damage depends on keeping our distance from our target. As such, we absolutely do NOT want aggro. Considering we do massive damage, sometimes that is hard to avoid. This skill helps out a bit in that area. Cap it.

Agile Combatant – At first, this one seems like an obvious skip. However, it is an extra 3% damage for nothing more than switching stances. There is a nifty trick here; you can attack with Aimed Shot, switch to melee during its animation and then right back to ranged before its animation ends. Thus, you get the damage bonus and practically never leave Ranged stance. It can get old switching to melee just for a second and then back to ranged only for the bonus, but it does provide you with extra DPS. If you find you don’t want to put that effort in, then you can skip this one but it means you will have to put the points into Swift Footwork instead. I, personally, feel putting them here gives you more benefit.

Endless Assault – We do use some damaging Encounter Powers, but they are specific ones. This will help out, though. Once again, it is also a LOT better than the other options for us. Cap it.

Nature’s Enhancement – An obvious skip for us. We neither need the Deflect Severity nor will we be switching to Melee stance (unless using the Agile Combatant trick, but even then this feat doesn’t provide anything we care about).

Lucky Skirmisher – Another skip. Deflect chance is one of those stats that are fine to have if we get it for free, but not really something we care about. We won’t be getting hit often enough for it to make a difference.

Scoundrel Training – This is an excellent Feat for us. Right up our alley. It provides extra damage to our At-Wills (which we mainly use) when we aren’t targeted by our target (which we should strive for 100% of the time. Aggro is bad for us). However, we only get 5 points on this last Heroic line and Disciple of Dexterity is something we want as well. Ultimately, you will want to split the 5 points between those two. I went for two here and three in Disciple, but I don’t think it makes enough of a difference either way to say definitely one over the other.

Disciple of Dexterity – An obvious cap (or if you capped Scoundrel Training, the other two should go here). More damage is exactly what we strive for, and this gives it to us.

Extra Action – Our near-worthless Daily Powers, again. Skip, completely.

Archery Feats

Ghostwalker – It is either this or Keen Eye. Neither one is a must-have for us, but this one I feel gives slightly more benefit to our playstyle than the other. Ultimately, though, just spend those initial 5 points that you have to spend divided any way you prefer between these two.

Keen Eye – See above.

Broadhead Arrows – A lot of our feats give us Crit Chance. This makes it very easy for us to hit 100% Crits. I recommend capping this one. At end-game you may find yourself over-capped on Crit Chance, but you would be better off leaving the points in this feat and re-adjusting elsewhere (like enchantments or boons).

Stormcaller’s Arrow – Split the Sky is one of the few Encounter powers we will regularly use, and I will get into why in the Powers section. However, one of the main reasons we like it so much is its LONG duration. To get it to stay around that long, we have to invest in this feat. As such, cap it.

Hasty Retreat – Being Archers, we like to pick our prime spot on the battlefield and rain hell from there. Getting to that spot as fast as we can, though, is a priority. Every second wasted positioning is a LOT of lost DPS. This feat gives us a constant movement bonus, plus some extra if we get hit (which is usually a sign we need to hurry up and reposition). This isn’t a necessity; you can skip it, but there isn’t a lot else you would want to put it into. Movement is useful to us. You could put it into the Trapper’s Fleet Stance instead, but that would require switching stances constantly to get the movement bonus. Hasty Retreat tends to work better.

Longshot – One of our best feats. It is easy to under-estimate this one, but it will do a lot of damage for you. The key is that the extra damage it does is Piercing, which ignores resistance. Seeing as how all of our attacks are Ranged and how we should be aiming for all of them to Crit as well, this should be applying extra damage to every hit. The amount isn’t really a lot on something like Aimed Shot (which can hit in the millions; the extra few thousand from this is just a drop in the bucket) but on things like Electric Shot, Split the Sky, or Rain of Arrows, this will do almost as much damage as the attack itself will; meaning it almost doubles the DPS on those. WELL worth capping. Combats get a similar Piercing feat, and they will tell you how nice it is to have. Trappers, don’t, though they wish they did.

Unflinching Aim – Up to 20% more damage to all Ranged powers (and, yes, this means At-Will powers as well) AND every Aimed Shot reduces all cooldowns by 1 second? What is not to love. You can use Aimed Shot about once a second, so doing so will literally cut all of your cooldowns in half. This skill is why we don’t care about Recovery. We get most of our Encounter Powers back that we use before their prior use ever wears off, and it is pretty easy to get our buffs to nearly 100% uptime because of it. Really, this feat plus a few other things help contribute to an Archer’s ability to keep up with or outperform the other builds. Of course, cap it.

Bottomless Quiver – I, personally, ignore this one. The reason is simple; all of our Encounter powers are up when we need them about 85% of the time. Occasionally, though, we might would like Fox’s Cunning or Longstriders back a bit sooner. As such, if you didn’t take Hasty Retreat (or only partially took it), then this is a good spot to put those unspent points. Just don’t expect it to make as much of a difference as you might think for us. Our At-Wills never go on cooldown, so this doesn’t help them at all. If you want to be a bit more buff oriented, then this is an okay option. Just not what I would suggest.

Rising Focus – At cap, it is +15% Crit Severity and +15% to your Power. Considering we get to put more into our Power than the other builds, this can really add up. It depends on Critical Strikes to build and sustain it, but we should be doing nothing but Crits anyway.

Stillness of the Forest – An excellent skill, and part of the reason we like to keep as much distance between us and everything else as possible. When at max range, you really notice the extra Crit (especially early on when you haven’t gotten BiS equipment) and the extra damage. The downside, though, is when something gets close, you also miss the absence of this feat. Double-edged sword but very worth capping.

Predator – This is one of the largest damage boosts on any feat. At a +50% damage increase that lasts 20 seconds, this skill is a large jump in your DPS when you get it. You do have to mark your target with an Encounter power, but you only have to do it once every 20 seconds. Even for us, that is easily doable. It is only going to help with singe-target DPS, though. In groups of trash-mobs, you will just have to put a little effort in making sure you mark the target with the most hp (or the priority target you want to insta-gib. This paired with an Aimed Shot is a beautiful sight to behold). Take it, and enjoy the start of your ability to melt things.

 

 

POWERS:

Like most classes/builds, there is a pretty small list of powers we actually find useful. Some are situational, which you will find yourself switching into and out of your bar as needed. Some will pretty much never leave your bar. I will break these down into a good bit of detail, only because they need to be. Using your powers effectively and at the right times in the right ways will determine whether or not you are an effective Archer or someone most teams kick out of dungeons. *As a note, I will be focusing mainly on the Ranged version of powers, with only a few exceptions. For the most part, that is all we care about. I will note the few exceptions*

Quick “Priority” Power list: These are the ones you want to rank up first and cap first (and roughly in this order), as these are the ones you will mainly use.

Aimed Shot

Rain of Arrows

Twin-Blade Storm

Seeker’s Vengeance

Longstrider’s Shot

Fox’s Cunning

Electric Shot

Split the Sky

 

Aspect of the Falcon

 

Explanations:

Rapid Shot – First At-Will you get, but nothing noteworthy past that. It isn’t worth capping, and isn’t worth using once you get Electric Shot and Aimed Shot. Use it at the beginning when you have nothing else, but forget it as soon as you are able. It pales horribly in comparison to the other two mentioned.

Split Shot – This is a decent AoE At-Will (especially for starting out), but still doesn’t outperform Electric Shot or Aimed Shot. The key with Split Shot is it starts off hitting things in a wide cone, but the longer you hold it, the more damage it does but the narrower the cone gets. It does pierce targets, so technically you can hit a group of enemies with a full charge when it is at its narrowest for its max damage. The problem is this, though. In the time it takes to fully charge Split Shot, you could get off 3 or more Electric Shots (which will do more damage than the single Split Shot AND have a much larger AoE range on it so it probably hit more things, as well). Without being charged when it has its widest cone, it does about as much damage as a single Electric Shot, and you can do these uncharged Split Shots about as fast as you can Electric Shots. The place Split Shot really falls short of Electric Shot, though, is Split shot won’t hit things obstructed behind walls or just out of your line of sight. Electric Shot will. If you hit one enemy standing in a doorway to a room, Electric Shot will chain to every other enemy in its radius inside the room, whether you can see them or not. Electric Shot, at its max, also has a WAY larger AoE range than anything Split Shot can accomplish. All together, Electric Shot just outperforms it in all ways. As to Aimed Shot… it isn’t even a comparison. You can almost get off 2 Aimed Shots (at max rank) to a single full-charge Split Shot; and while Split Shot will pierce targets, it won’t even do 1/4 the damage of a single Aimed Shot. For single target damage, Aimed Shot spanks it. For AoE damage, Electric Shot spanks it. Use it early on, and it will serve you well, but just like Rapid Shot, replace it once you get the other two.

Marauder’s Escape – It does okay damage, but has the same weakness pretty much all of the Encounter powers do in that regard; in the same amount of time it takes to cast Marauder’s Escape, you could do 2 Aimed Shots or about 6 Electric Shots; both of which will do SIGNIFICANTLY more damage. Using this skill will lessen your DPS. As such, the only thing it has going for it is any utility it brings; of which it does have some as a repositioning tool. The problem is most enemies will just quickly close the distance again before you can even capitalize on it when you are solo playing, and when you are in a group you shouldn’t need to try and open up new space between you and your target. Early on when you have nothing else to put points into, it can be used. Once better options open up, though, ignore it.

Seismic Shot – Our dailies are all pretty much useless. This one is slightly less so. It can do almost as much damage as an Aimed Shot (which is the benchmark for whether we should use an Encounter power, or not. If it does less than an Aimed Shot, we should have just used the At-Will instead so we don’t lose the DPS), but is able to do it to multiple targets. It takes about the same amount of time to cast as Aimed Shot, so if you can position right and cast it at the right time, this will gain you DPS by virtue of basically being like an AoE Aimed Shot. Plus, the fact that it can group enemies together is also very useful (not only to you, but to other classes who can then employ their own AoEs more efficiently). It does have its drawbacks, though. Mainly, it isn’t a targeted attack like Aimed Shot. If the thing you were aiming for moves after you start your cast, you will completely whiff it and do no damage (meaning lost DPS). So, only use it on targets you are pretty sure are neither going anywhere any time soon or about to die (because nothing is more annoying than using this and then watching your team kill everything right before the green line reaches them). Making these types of judgment calls and making them well is what separates a good Archer from a poor one. Go ahead and put points into this Power, and even max it, but only after you have already maxed all the other high-priority ones.

Aspect of the Falcon – One of our key powers. This one lets us do more damage the further away we are from our target. It is a 1% increase for every 5′, and considering we can get a little over 100′ with this Power maxed, this grants us around a 20% increase to our damage. That is a LOT just for standing where we should be standing, anyway. It has the same double-edge as the Stillness of the Forest feat, though. When we are at max range, we REALLY do damage. When something is close, we REALLY notice that lost damage. Get at least 1 point in this, and it is worth maxing eventually, but each successive point past 1 only gives you 3′ more range. Helpful, but not game-changing.

Hindering Shot – We aren’t Trappers. Applying Grasping Roots (especially considering they last such a painfully short time for us) doesn’t do much for us. Crowd Control is not where we excel. In fact, for the most part, we completely ignore it. I wouldn’t bother with this skill at all, except you will need to put points into something as you level and this is as good of a place to dump them as anywhere. Just don’t prioritize it or cap it.

Rain of Arrows – This is one of the few Powers actually capable of out-DPSing Aimed Shot. It hits for about 13 ticks of damage that are about 1/10th that of a single Aimed Shot, and takes about the same amount of time to cast (barring the wonky aim mechanics and that you are quick enough to center it where you want it). As such, it is already going to do more damage than Aimed Shot. The thing to keep in mind, though, is Aimed Shot only applies that wonderful Feat, Longshot, once. This will apply Longshot every single tick of damage. This doesn’t mean use Rain of Arrows all the time; you still have to use it strategically to get the most out of it. This may CAST as fast as Aimed Shot, but it isn’t as quick of damage as Aimed Shot. It takes most of the LONG duration of ticks before it out-DPS Aimed Shot. If, for whatever reason, your target takes anything less than about 9 of those 13 ticks, you would have been better off not casting it and sticking with Aimed Shot. For instance, if it dies soon after you cast this, or if it moves or gets knocked out of the VERY small AoE area. That is really this Powers largest flaw. It has an incredibly small AoE range, which not only makes it an incredible pain to aim right (causing you to sometimes spend extra seconds positioning it… losing precious DPS time), but it doesn’t take much for an enemy to move out of its range. This is where that Archer judgment call comes into play. If you think your target is going to move soon, don’t cast. If you think it is pretty close to dying, don’t cast. If the terrain is all wonky and uneven, causing you to waste time trying to center it where you want it, don’t cast. Now, a lot of this applies to singe-target usage. Rain of Arrows IS an AoE (even if a small one). It is absolutely amazing for doing damage to close-packed groups. Still keep in mind whether or not the pack might move or disperse or die too quickly to get any damage out of it, but ALWAYS be on the lookout for those opportune moments when the enemies converge and then stay still. Dropping a Rain on them then will REALLY bump up your DPS. Naturally, cap this one eventually.

Forest Ghost – Same story as most of our Dailies. Barely useful. You can use it to escape mobs (though you have to be quick do to it), but past that it isn’t really good for anything. Seismic Shot will vastly out-DPS it. Put the points in it when you have to, but ignore it otherwise.

Forest Meditation – A pretty good self-heal… that also freezes you in place, which makes it of VERY minimal use. If you want to use up your AP to save a potion, then it helps, but otherwise ignore it.

Thorn Ward – This is a pretty decent power that does see some occasional use. It isn’t going to give you as much DPS as some others, but when single-target damage is called for against a hardened target (like a boss), this can do some work for you. It has all the benefits we like of a skill; can be cast ahead of time with a long duration so we can get free DPS out of it, attacks multiple times so triggers Longshot for each one, has a built-in debuff that benefits the entire team, and has a wide AoE. If only it multi-hit then it would be perfect. Unfortunately, it doesn’t, so only use it for those single-target fights that you have time to switch powers going into. Get it to rank 3, but it is way low on the list for capping.

Aspect of the Lone Wolf – We are Archers. Nothing should be close to us. As such, this is pretty much of no value to us. In solo play, we might see some use out of it, but not as much as other passives we could slot. In team play, where we shine, it will be useless to us. Ignore it.

Aspect of the Pack – This kind of suffers from the same thing as Aspect of the Lone Wolf. Combat advantage is great for us, and we won’t get it often being so far back from the fight, but this won’t give it to us for exactly the same reason; being so far back from the fight. We are not likely to often have allies that close to us. You can put some points into it (especially when there is nothing else to put them into), but it won’t see much use or give us much benefit.

Aimed Shot – Our main skill, and the thing we use to rain death down on those who dare stand in our sights. Aimed Shot is capable of MASSIVE damage; more than just about any other Power. It has a very high base damage. In addition, it is an At-Will, and a lot of our other feats/powers/companions add extra damage on top of our At-Wills (the Hunting Hawk being a prime example). Once you start reaching end-game, a single Aimed Shot from max range will top out at a few million damage; which you can do every single second with no care about cooldowns. Even better, each Aimed Shot you do will lower the cooldowns of your Encounter powers by 1 second. Aimed Shot is an amazing skill for us, and should be capped first. Of note, though, it will feel sluggish and slow when you first get it. It has a long cast time which is shortened for each rank you put into it. This is why you want to cap it first, as doing so will greatly increase the DPS it provides as well as make it feel more enjoyable to use.

Constricting Arrow – Same problem as Hindering Shot. We don’t get enough benefit from our crowd control to care about it, and it definitely doesn’t do as much DPS as Aimed shot. Using it will lower our overall DPS. So, don’t use it.

Aspect of the Serpent – Great skill, just definitely not for us. We don’t use any Melee powers, so we won’t gain any stacks from it. Ignore it completely.

Boar Hide – This is an okay buff, but not a great one. We have much better, so this will hardly ever make it into your tray. Dump points into it if there is nothing else to put them into, but ignore it otherwise.

Split the Sky – Another great power we will use a lot. Split the Sky is an interesting power in that it can be amazing DPS… or just okay DPS. The thing with it is that it is an incredibly large AoE that lasts 10 seconds (with points in the appropriate feat). Meaning you can cast it over a battlefield before the fight even starts, and it will hang around for a long time doing damage to pretty much everything due to its range. The damage it does varies, though. It will strike 1 target about every second for okay damage, but if that is all it did then it wouldn’t be worth the rather long cast time. It will also strike any target that attacks you or an ally (companions included). This is where it really does its damage. In a trash-mob setting, each enemy that strikes someone gets hit in return. The more they hit, the more damage this does; plus that extra 1 hit every second. Due to this, it can really tear through a group of enemies with serious efficiency. Each hit, of course, also procs Longshot for more damage. The slow also comes in handy more often than you might think, especially when solo’ing. It is an eventual cap candidate, but not really a priority. All ranking it up does is increase the slow % (which, as stated, does actually come in use on occasion). That isn’t really enough to make it a cap priority, though.

Blade Storm – As you can guess, ignore it. Great for Combat HR; worthless for us.

Electric Shot – Our other main skill. Electric Shot is amazing for AoE damage. It casts fast (about as fast as Rapid Shot, actually, and does about the same amount of damage) and does AoE damage in an incredibly large area; especially at max rank. The damage it does is great (especially with it proc’ing Longshot) and can be improved by getting the Electric Shot artifact power on your Artifact Weapon for an additional +10% damage. The fact that it hits things behind walls or outside of your view is a bonus that cannot be overappreciated. This really makes a difference in certain dungeons (I’m looking at you, CN). This will damage things behind you, stealthed, obstructed by walls; Electric shot doesn’t care. If the enemy is within its range, it will damage them. Due to its fast cast, extremely large range, and decent damage, it out-DPS most other AoEs.

Hawk Shot/Hawkeye – One of the few powers I am actually going to talk about the Melee version of. The ranged version is just a basic damaging attack that does more damage the further you are from your target. The problem is even at maxed range, it still doesn’t do the damage Aimed Shot does (a re-occurring theme, I know). This means using it actually costs us DPS. The ranged version of this Power is useless to us. The melee power, however, has its uses. It is a damage buff to you and the entire team, but only for your Encounter powers. In addition, it is only for 15% to you (half to your party) and only for 5 seconds. All together, that makes this power pretty limited. We don’t use our Encounter powers enough to gain a lot of benefit from this. However, it is possible to switch melee, cast this, and then cast our Encounter powers for those times we DO use them. It will only net us a 15% increase to that one power’s damage, though. This increase won’t add up to the damage we would have done if we had just put a different power in its place. All in all, only useful for those rare times you would rather go pure buff for your team than do the DPS yourself. Put points in it, but you will ignore it 98% of the time.

Disruptive Shot – You can use this skill to decent effect, if your timing is good. It will cost you in DPS, though, and the gain from it isn’t that great. It has more uses in PvP, but this guide is mainly focused on PvE. It is near useless, but so are most of our Daily Powers.

Stormstep Action – This power decreases the cooldown on all of our Encounter powers by 1 second when we use a Daily power. I assume you see the problem here. We get the same thing simply by using an Aimed Shot instead; which will do more damage than our Dailies AND won’t cost us a passive slot. Ignore this one completely.

Binding Arrow/Oak Skin – The Ranged version has the same issue as the above Crowd Control Powers; less damage than Aimed Shot and not as useful to us as it is to, say, the Trapper. The Melee version is of limited use. It says increasing regeneration, but it is actually a HoT (heal over time). It also provides a bit of a defense buff. It applies to you and your allies, giving it even more utility. In general, I don’t run with this except for those times when I feel I might need the extra healing (like, say, when there is no Cleric or Paladin on our team and we are going somewhere that at least a little damage is unavoidable). It is worth putting some points into it so you have it for those rare times you need it, but 95% of the time you won’t use it.

Commanding Shot/Stag Heart – The Ranged version of this power does meager damage (better off with Aimed Shot, as usual), but does give some utility to the entire team. Basically, it debuffs your target, making them take extra damage from all sources. It isn’t a very large debuff. It has been tested at about a 15% increase to the team’s damage, though in practice it has felt more like just a 10% increase. Being that it is for the entire team, this power occasionally sees some use against certain bosses. The problem is it has a horridly long cast time. This means you lose DPS in order for the rest of the team to gain DPS; DPS they won’t even know came from you. I do have this skill and use it occasionally, but doing so you are making a conscious decision to sacrifice your own DPS for others. Make sure they will appreciate it before you do. The Melee version is a bit of decent utility, but only if you were already going to slot the Ranged version anyway. It isn’t worth using just for the Melee version, though.

Fox’s Cunning – Oh, how I love Fox. Plain and simple, Fox will allow you and your entire team to dodge one attack completely. It works for almost everything; even most insta-kill attacks. Running with a newbie team that can’t seem to avoid the fiery balls of death the Fire Scorpion Twins keep dropping in Lostmauth? Run Fox, and you will single-handedly win that fight by keeping them alive. Tired of dying to Red in Dragonflight because there just isn’t enough warning before the red circle pops up underneath you and then insta-kills you? Fox will not only save you every time, but your team as well. The list is endless for places where this skill is amazing. With that said, though, it does not have a permanent spot in my bar. The truth is, most places you don’t have a use for it. Just on very certain runs. It is AMAZING for those times, but almost useless outside of them. Get it, rank it up, but learn where it is a necessity and where it is not. Use it appropriately.

Cold Steel Hurricane – Another Daily that falls short. There are some abuse cases where you can get some decent damage out of this, but otherwise it just costs you DPS due to long cast and awkward usage. Ignore it.

Twin-Blade Storm – Excellent passive that will greatly increase your AoE DPS. While running through the trash-mobs of a dungeon, this should stay in your bar. It is a flat 16% increase to your damage any time you are hitting 3 or more targets with an attack. Electric Shot and Rain of Arrows work wonders with this passive. On bosses that don’t have a lot of constant adds, I usually remove it for Seeker’s Vengeance instead, but otherwise it stays in.

Longstrider’s Shot – One of our best Encounter Powers. Few people understand just how good this really is; especially for us Archers. It provides a 20% damage buff to EVERYONE in a very large area. Not just people on your team, but EVERYONE. It also provides a run-speed buff. Just in regular play, this thing is a game-changer. Your entire team constantly doing 20% more damage just by you using this one skill (which is a fast cast time) AND running faster is great. In places like Tiamat, Demogorgon, Dragonflight, most Hes, etc; this thing becomes godlike as it gives that bonus to everyone. They do more damage and get to the places they need to be faster. You also do 20% more damage, so even in solo play, this is worth using. It works very well with your feat, Prey, as you need some Encounter power to apply Prey. AoEs, like Rain of Arrows, will apply it but indiscriminately. You want Prey on the target you want dead first, and leading with Longstriders Shot is a great way to put it where you want it. Plus, following it up with an Aimed Shot that now does 20% more damage is a great way to insta-gib what you wanted dead. Why this works so much better on us than the other HR builds is simple… you have to be far away from your target for Longstriders to work. If you are close, it doesn’t apply the buffs. We are ALWAYS far from our target, so it ALWAYS works for us. Most smart teams will want us in them just for this one fact. Longstriders has a permanent spot on my bar.

Seeker’s Vengeance – Another great passive, but with a difficult usage. Hard to say no to +19% more damage. The issue is you have to be “behind” your target to get it. In actuality, you don’t have to be directly behind your target. You can be a bit on the side of them as well. Just don’t be in front. In multi-target trash-mob situations, Twin-Blade Storm is just easier to use and works better. In single-target situations, though, where it is easy to maneuver into position for this to proc, this is a great damage boost. Take it, cap it, and switch it in for most boss fights.

Cordon of Arrows – I consider this skill a trap for Archers. Don’t use this. It is an excellent skill for Trappers or even Combats, but NOT for us. The reason is simple; Cordon of Arrows doesn’t crit at range. It only crits if you are up close to your target, which we almost never are. This not only means no extra crit damage but no Longshot, either. It also doesn’t (I am sure you can guess what I am about to say) do as much damage as Aimed Shot, anyway, even when it does Crit. It is a multi-hit skill, but only if you drop the Cordon directly on top of multiple targets. Dropping it in front and then having them walk into it bugs out and often only hits one. Using this skill will VASTLY lower your DPS. Don’t use it. The utility it provides of bunching enemies together also isn’t useful enough for us. Our main AoEs are WIDE AoEs (Split the Sky, Electric Shot), so we don’t care if the enemies are super-bunched up or not.

Crushing Roots – Do I even need to say it? Not useful to us, at all.

 

 

 

With that long list and explanation of each Power out of the way, time to simplify things for everyone. Here is a few examples of my typical bar, depending on what I am doing, and why.

 

General Play: Use this for running general content, going through the dungeon itself, most HE’s, and against any bosses that have a consistent amount of adds being spawned

Passives (Aspect of the Falcon, Twin-Blade Storm) – Falcon is just an all-around great DPS buff and the extra range can come in handy. It never leaves the bar as there is no situation it isn’t useful. Twin-Blade Storm is 85% of the time useful, as most often combat is done against groups of mobs; whether we are playing in a dungeon, skirmish, HE, doing Boons, etc.

Dailies: (Seismic Shot, Forest Ghost) – Seismic Shot is the most useful of our Dailies, as given the right circumstances, it allows us to do an AoE version of an Aimed Shot. We have to time it right and aim carefully, but if we do, the payoff is large. That is why it stays in my bar. Forest Ghost is mainly just a filler that very rarely is useful; mostly as an oh-shit escape mechanic. Really, just about any other daily would be about as useful, though.

Encounters (Rain of Arrows, Longstriders, Split the Sky) – This setup provides the most DPS possible in general. You don’t use all of them at all times, though. If there is only one or two enemies and the fight has already started, Split the Sky is going to cost you DPS. It really only shines when it can be cast over a large group of enemies; or REALLY shines when you can cast it before the fight even starts so that its long cast time doesn’t cost you DPS (If fighting a boss, try to learn the timing for when it spawns adds, and drop Split the Sky right before it does to maximize DPS. Split the Sky won’t do enough damage on just the boss, but if adds are there, it will). Rain of Arrows should be saved for only when you are sure most of its damage will land on your target(s). Using it on an enemy that moves a lot is going to cost you DPS when they whiff most of its damage. Longstriders is about the only one that should be cast constantly, as soon as it is back up. Even then, though, if you are solo playing and everything is close to you, try to shift-dodge back to gain the distance needed for it to actually proc the buffs. If you can’t, don’t use it. Stick to the At-Wills.

At-Wills (Aimed Shot, Electric Shot) – By now, I am sure I have explained why these two are the best combination. Aimed Shot will do way more damage than any single-target Encounter Power, lower all of your cooldowns by 1 second, and has no cooldown of its own. Electric Shot has a VERY wide AoE, hits around obstacles, and casts fast enough to rack up more DPS than almost any AoE Encounter Power. These two are primarily what you will use; using your Encounters only when it would be most effective to do so.

 

Single-target Play: Use this for times when you need to focus damage down on a single, hardened target that doesn’t have a lot of adds. Quite a few bosses fit this category; Orcus, Demogorgon, most of the ones in FBI, SPC, etc.

Passives (Aspect of the Falcon, Seeker’s Vengeance) – Falcon should always stay. Seeker’s Vengeance is an obvious choice for single-target damage with no adds around. Twin-Blade Storm only gives you extra damage when hitting 3 or more, and is useless to you otherwise. Seeker’s Vengeance will give you the extra damage just as long as you are behind your target; which tends to be easy to do against most bosses (the damned Turtle Dragon being an obvious exception).

Dailies: (Seismic Shot, Forest Ghost) – Same reasons as before. Mainly, there just isn’t a lot of other options. You could replace Seismic shot with something else, as you don’t use it on a single target. You could just use Aimed Shot, instead, do more damage, and not have to worry about missing.

Encounters (Rain of Arrows, Longstriders, ThornWard/Commanding Shot) – Rain of Arrows is still excellent against singe-targets, but only if you can keep them in the damage for the duration. If not, as always, Aimed Shot instead. Longstriders is amazing, no matter how many enemies you are fighting. Plus, it still works great for applying Prey. Thorn Ward and Commanding Shot basically fill the same role; debuff to help the team do more damage. Thorn Ward will do more DPS for you, but considering it debuffs an enemies Resistance, if that enemy already has a low Resistance, it isn’t going to help. For most bosses, though, this isn’t a concern; they have the Resistance to warrant the debuff. Commanding Shot does pitiful damage, but also just flat increase all damage the target takes. Which you use is really up to preference and situation, but either one will work.

At-Wills (Aimed Shot, Electric Shot) – Same reasons as above.

 

High-Danger Play: Use this for runs where the party keeps wiping, or where you know there is a large chance of insta-death.

Passives (Aspect of the Falcon, Twin-Blade Storm/Seeker’s Vengeance) – Only thing to determine is if there are enough targets to warrant Twin-Blade or not.

Dailies: (Seismic Shot, Forest Ghost) – Same reasons as above.

Encounters (Rain of Arrows/Split the Sky, Longstriders, Fox’s Cunning/Oak Skin) – If I feel there is little chance the target(s) will stand still long enough for Rain of Arrows to do damage, then Split the Sky is usually a better choice. The slow it provides can really help in handling mobs. Fox’s Cunning is the ultimate in avoiding insta-death, and the difference it makes is easy to see. A team that was wiping before will suddenly not wipe because of it. In general, Fox’s Cunning is the way to go. However, if you know there is going to be unavoidable damage and not enough healing to compensate, Oak Skin can help. You COULD run both by replacing Rain/Split, but that is a lot of lost potential DPS. Only do this if the team just can’t seem to survive any other way. Afterwards, don’t run with that team again.

At-Wills (Aimed Shot, Electric Shot) – Always these two; always.

 

*UNDER CONSTRUCTION* (I will get to filling in these other categories when I have more time)

Boons

Equipment

Companions

Mounts and Insignias

Tanquinho’s GF Tactician BUFF DEBUFF

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Hello everyone, first my english is not that good, but i’ll try my best to explain some key features from my build.

it may not be the best build around there, i dont have high gearscore, but it works for me, so i want to share and i hope it helps other players. btw i play on xbox one

 

The Guardian Fighter:

So the main role of a Guardian Fighter is to tank, you can do it without any feat if u have enough damage resistance and know when to hold up your shield, but in order to make your group kill things faster, you must buff your party and debuff enemies, you have to be like a DC with a shield.

 

Playing as a GF:

Playing as gf is all about timing, you may die a lot if u dont hold up your shield in the right time. If youre still low on gear and dont have enough damage resistance(95% DR), or your damage resistance comes from negation and bondings, you wan to stack up your resistance before you turn down your shield to buff your party, so if u’re doing temple of spider dont just run into the mobs, hit enforced threat and expect to be still alive. You should hold up your shield, mark the biggest enemy(drider ins most cases) take some hits to stack your negation and your bondings, then feel free to do whatever you want. This works for everything, from ETOS to FBI to your guild Dragonflight event, dont just run into crysos without holding your shield up because you will die.

 

 

 

The BUILD:

 

These are the keys that i want to share with you guys, most of you may know about them, but still i want to share.

 

 

Crushing Pin:

Your control powers cause the target to take 10% bonus damage for 3 seconds.

What is a control power? Slow, stuns, imobilize, etc…

in order to activate this debuff, you must control your enemy, Griffon’s Wrath and Knee Breaker do that, but the debuff works only for 3s, and your control encounters have a cooldown, plus you would have to slot these encounters and replace into the fray, commander strike or knights valor.. it would be a useless feat, but theres a artifact class feature on our off hand that can proc crushing pin forever.

Guarded Assault (Passive power + Artifact class feature from offhand)

Passive power: While blocking, reflect 5% of incoming damae to your attacker. This damage cannot exceed 15% of your max HP.

Artifact classe feature: Guarded assault now also lowers the Run Speed of the affected attacker by 5%.

 

ok, so reflecting 15% of your max hp doenst seems that good, 5% run speed debuff doesnt help at all. But the thing is that the 5% run speed debuff is a control effect, so when youre holding up your shield and reflecting damage, you’re activating crushing pin and giving your party a 10% bonus damage buff.

 

 

Stamina:

Tide of iron/Shield slam: Recovers your stamina, hold up your shield and hit shield slam to recover your stamina

 

Unshakable Line(protector feat):

Each ally within 20′ of you increases your stamina regen by 10%.

 

Gas Spore mount:

it has a equip power and a insignia bonus for stamina

Equip Power: Refreshing Breeze

increases your stamina regeneration by 20%

 

insignia combo: Illuminated/enlightened/regal

Gladiator’s Guile: Move faster when your stamina is high, regen stamina when its low.

 

with this, you’ll never run out of stamina, you may change the equip power or may want to choose the 5% deflect on block feat(Devoted Protector) instead of Unshakable Line if u’re fine with your stamina, i’m just showing some of the ways to have a lot of stamina, its up to you to know what you works better for you.

Feats: FOR HUMAN

Heroic:

Action surge 5/5

Toughness 3/3

Armor Specialization 3/3

Distracting shield 4/5 (1/5 if not human)

Potent Challenge 3/3

Ubiquitous shield 5/5

 

Protector:

Plate Agility 5/5

Shield Defense 5/5

Unshakable Line 5/5 (btw its up to you to choose between this or Devoted Protector 5% deflection chance, i like stamina better, what you can do is to not spend these 5 points, go to FBI and see if your stamina is enough to tank the giants, if it is then choose deflect, if u run low on stamina then choose the stamina feat)

 

Tactician:

Fight On 5/5

Crushing Pin 5/5

Rousing Speech 5/5

United 5/5 (only because we have to spend 5 points anyway0

Inspiring Leader 5/5

Martial Mastery 1/1

 

 

powers:

Guarded Assault 4/4 (passive always slotted for crushing pin)

Shield Talent 4/4 (passive, up to you to choose your second passive, it can be steel defense or steel grace if you’re swordmaster, i’m iron vanguard so i dont have those)

 

Into the Fray 4/4 (Always slotted + 25% damage to your party, 20% from ITF + 5% from Inspiring Leader feat)

Commander strike 4/4 (For bosses)

Knights valor 4/4 (For rushing on etos door to door and protecting your party in FBI)

Enforced threat 4/4 (For when u need to keep aggro on everything around you, like in the start of FBI when u have to keep the giants hitting you instead of your party)

Daily

Fighters Recovery 4/4 (heals you for the damage you deal, if u dont deal any damage, it wont heal you, if u use enforced threat and it hits some mobs you’ll instantly heall for all your hp. Also works with the reflection from guarded assault, you dont even have to deal damage, just take damage with your shield up and you’ll be healed)

Villains Menace 4/4 Control immunity

 

Cleave 4/4 (at will)

Tide of iron 4/4 (at will)

 

Boons: just go for everything defensive, stamina gain, regeneration, healing etc…

 

Offense slots: Try to reach armor pen cap (60% resistance ignored) with dark enchantments if u dont have a guild boon for armor pen

Defense slots: Defense, HP, Deflect, whatever u feel you need the most

 

Companions:

if you’re low on ad:

Apprentice Healer Epic (summoned)

Cheap, heals you, 3 defensive bondings, 2 rings, 1 neck, i’ll stack your bondings if you’re in protectors enclave and hits Into the fray.

Energon epic active +5% HP

Frozen Galeb dur active + damage resistance

 

My current companions are:

Priestess of Sehanine Moonbow Legendary summoned

+20% critical chance for your party, most of my friends dont have 100% critical chance so i choose this companion

Dread Warrior 10% chance to increase threat

Dancing shield epic +2% deflect chance (Probably will replace sehanine moonbow soon, it has a 20% damage resistance debuff at legendary)

Rust monster epic :25% chance to inflict a 5%damage debuff on attacker, stacks 3 times

energon epic: +5% hp

 

thats it, i hope it helps someone xD

 

 

 

 

 

 

 

 

 

 

 

Eke’s Protection Pally Mod 11.5 Build

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Welcome all to my build! I have had good feedback in game from this build so thought I may as well make this build for anyone wanting to change their Pally or for someone who wants to pick up a Pally for the first time. I hope you enjoy!

 

Races:

Whilst there are many different races as an option for a Pally tank, I  chose the human race, for the extra 3 Heroic Feat Points as well as the +2 to ANY ability score. More Constitution is our friend. The extra 3% Defence is also nice. However, there are also other possible races, which I will briefly go into:

Human – An extra 3 Heroic Feat Points, need I say more? You also get +2 to any ability score which can improve your tankiness, alongside the 3% bonus to your Defense (I don’t like this all too much, I will explain why later).

Tiefling – My initial race. You get a bonus 5% damage when your target is under half HP (Basically a free Fire Archon) which helps you hold aggro and keep your HP up in boss battles. Also as a Tiefling, when you take damage, you have a 10% chance to drop the targets power by 5% for 5 seconds. A nice little debuff just for doing your job. You also get +2 to Charisma for more AP Gain and CA Damage. You also get a choice of +2 to Constitution or Intelligence. For this, choose Constitution since that’s a Pallies main stat.

Dragonborn – I find this race has a valid place for every class. +2 to any 2 stats of your choice isn’t something you can just pass up. Power and Crit being increased by 3% is a good self buff, it also increases the amount of power you share with your allies. The 5% more healing and abilities comes in handy, more heals from your healers in dungeons, your Life Steal and Sanctuary.

Metallic Ancestry Dragonborn – The most expensive class in the game, only obtainable from the Sigil of the Metallic Ancestry Dragonborn from either the Auction House or from Dragonforged Lockbox or Glorious Resurgence Lockbox. This is what I will be switching to when I get it. You get +2 to any 2 stats (The same as Dragonborn) and the same +3% bonus to Power and Crit as the Dragonborn. Where this race outshines any other is its third Trait. You recieve 3% more healing from all spells and abilities (a decrease from the 5% from Dragonborn but still useful) and your HP is increased by 3%. This increases the amount of power you can have and therefore share as well as improves survivability.

 

Stat Rolls:

I rolled my Stats with my Constitution as max (18) and my Charisma and Wisdom equal at 13 . I invested in Constitution and Wisdom at any point I could to focus on getting my crit up, since I don’t care all that much about my recovery. This along with the +1s to all at levels 30 and 60 give a final Constitution of 25 (27 after the human +2) and Wisdom of 20.

My final Stat Rolls:

http://xboxdvr.com/gamer/THE%20UK%20Unknown/screenshot/6825631

As you see, I have 31 Constitution, this I will come back to when we talk about gear.

 

Feats:

Now is the bit which is rarely changed from one Pally to another, the Feats.

Heroic:

Divine Action – 5/5 – Any way to get more AP will help your team and yourself.

Weapon Mastery – 0/3 – I didn’t invest anything in this as I saw better chances elsewhere.

Toughness – 3/3 – For a Pally tank, HP is everything. Can’t say no to an extra 9%.

Light’s Shield – 1/5 – I’m not using much Damage Resistance so this is more filler than anything. The extra 0.5% can be nice though.

Exemplar’s Haste – Encounter Powers recharging 6% faster? Yes please. More uptime on your Encounters, the more you can keep yourself alive and the faster you can get your AP up.

Wrathful Strikes – 6% more damage with At-Wills. Since your At-Wills will be your main way of dealing damage, this will help. It also helps you hold aggro since more damage = more aggro.

Dominating Presence – 0/5 – My auras radius’ are more than fine at their default size so an increase isn’t really needed.

Impassioned Pleas – 0/3 – Divine Call energy isn’t hard to come by and I rarely have a time when I don’t have at least one charge on it so an increase in the energy is a waste.

Divine Attunement – 0/3 – receiving more healing from spells, if needed, can easily be sorted by your race selection.

Steadfast – 5/5 – Getting an extra 2.5% Max HP for each point of Constitution you have is not something you can say no to. It will help a lot.

Divine Wisdom – 0/3 – More healing for each point of Wisdom, again if more healing is needed, can be easily sorted by races.

Force of Will – 0/3 – 3/3 if Human – More Crit Chance for each point of Charisma. An additional 6%, outweighs that gained from Weapon Mastery

 

Justice:

The main path of a Protection Pally. This is the path to reduce yours and your allies cooldowns.

Swift Flash – 0/5 – When you get struck you gain movement speed for 4 seconds, not really needed since if you are tanking you are going to be sat in one place most of the time.

Bound By Light – 5/5 – Control Strength is increased by 10%. The threat we generate will be increased making it easier for us to keep the damage on us and not our fellow squishies.

Flash of Light – 5/5 – You will use your encounters a lot, so having a 25% chance of reducing an allies cooldown by 10% just for us using one is a chance worth taking. Mixing this with another Feat will make this proc a lot.

Furious Reversal – 0/5 – Extra Life Steal Chance for being knocked below 50% HP for 15 seconds doesn’t seem worth it.

Radiant Champion – 5/5 – One of my favourite feats. Having 2 allies near me gives us 25% more movement speed and 5% cooldown reduction. Reducing your allies cooldowns just by them being near you and making them move faster can help them get out any danger if their stamina is low.

Stem The Tide – 0/5 – “When no allies are within 30′ of you” This is probably one of the worst feats we have. Allies includes companion so if you aren’t near your companion or your team, where are you?

Echoes of Light – 5/5 – a 10% chance to make your next encounter immediately recharge all of your encounters is amazing. It can only happen once every 15 seconds but that’s more than enough. Mixing this with Flash of Light also helps your team out a lot.

Beacon of Hope – 0/5 – Healing your allies for a percentage of your weapon damage isn’t exactly a great thing. Especially if you are running with an actual healer. Also, the targets are random, so in a group of more than 5, there’s a good chance it wont go to those who need it.

Purifying Fire – 5/5 – Extra damage is extra threat. Need I say more?

Prism – 0/5 – Okay, I see quite a few Protection Pallies running this feat, and it works for them. So I’m not going to say its a bad feat, it’s just not what I like using. I also just prefer Purifying Fire over this.

Vengeful Judge – 1/1 – The Justice topper. Using your Divine Call increases your damage by 35% for 10 seconds (more threat) as well as reducing all your cooldowns by 35%. This makes your Divine Call act as a large amount of recovery, allowing you to put the recovery investments elsewhere.

Light:

Quick mention about Bulwark. I didn’t invest in it at all, I see more potential from Light and Justice over it. Anyway, this is Lights section, so this is where we put our last 15 Paragon Points. You only come here for the Aura Gifts.

Gifts of Light – 5/5 – You heal for 10% more. Well, it’s either this or your heals do more for 8 seconds after taking damage. This is the lesser of the two evils.

Seraphim – 0/5 – Not for a Protection at all. Plus its limited to 8 seconds wheras Gifts of Light is constant. Enough said.

Light Touched – 0/5 – Healing Spells generate more AP. We don’t use any healing spells so investing in this would be a waste of points.

Warrior’s Bastion – 5/5 – The main source of defense for us. Getting 10% more from equipment helps us survive some of the bigger hits.

Aura Gifts – 5/5 – The biggest buff any Pally can give.sharing 25% of your base power (Your standing + the 10% of your max HP bonus from the Protection Mechanic). Yes they have to stay within 30′ of you for 6 seconds to receive this buff but that will happen easily in dungeons.

http://xboxdvr.com/gamer/THE%20UK%20Unknown/screenshot/6825768

Powers:

The biggest bit! I will be splitting this into At-Wills, Encounters, Dailies and Auras. Each will include the ones I most commonly use and why.

At-Wills:

Radiant Strike – Easy access into combat and a 5% Damage and Arm Pen buff for 15 seconds. Also hits multiple enemies to get some damage off on them.

Valorous Strike – The power you will use more than any. A 5% Damage Resistance buff for 15 seconds is nice but I am also testing with Shielding Strike.

Shielding Strike – Does a lot of damage. It provides a shield on the final hit of its combo, which is good. However I prefer the buffs from Valorous, so this one is personal bias. Testing this to see if it works for me or not.

Oath Strike – Would NEVER advise this for anything other than going solo (but then I still find Valorous’ buff to be better) or bosses. The final hit of this attack forces the enemy to attack you for 3 seconds which is a good thing, however your allies deal 75% less damage to ANY other target for 3 seconds. That may not seem like much but it can be a lot of damage.

Encounter:

Binding Oath – In dungeons, this never leaves my tray. 5 seconds of enemies being forced to attack you, as well as giving you 100% of your max HP as a shield (Which can be a lot). Oh, did I forget to mention that when the 5 seconds is up or your shield has been drained by enemies it bounces back 100% of how much you took back at the enemies in a 30′ area? Yes you also take 50% of that damage but I’d say that’s worth it. So, the more max HP you have, the more damage you have potential to do. At max this shield lasts for 8 seconds instead of 5 seconds. This is why I say not to use much defense, the more defense you use, the more damage you mitigate, so the less this is going to go down and the less damage will be done with it.

Templars Wrath – Another one that never leaves my tray in dungeons. You hit enemies in a 30′ radius for damage, seem basic right? Well that is until you realise you gain 300% of the damage that you dealt as temp HP. Hitting hard with this can give you a lot of HP, especially if buffed right. You can combine this with Binding Oath to make the damage come from this shield and leaving your base HP untouched. Note: There was a thread about what does and doesn’t affect the Temp HP gotten from TW, link here.

Circle of Power – 30′ wide area to improve your damage by 30% as well as you and your allies damage resistance by 25% which lasts 10 seconds at base and 16 seconds at max isn’t really bad. However I stopped using this recently unless we are in a large group of trash mobs and I’m sat with the squishier members of the group (An example being the first wave of Svardborg or FBI Hill Climb)

Bane – The thing that I swapped Circle out for in my normal tray. A debuff of 10% damage and a buff for allies of 10% more damage. This is an all round solid buff. Especially when you realise it has 3 charges and can be stacked 3 times, meaning 30% more damage for your allies and 30% less damage for you and your allies for 10 seconds.

Vow of Enmity – This increases your own damage by 20% and any hit that an ally does to the marked target will result in more threat for you in case of any issue where you may struggle to get/hold aggro (AH So Cute from Adorable Pocket Pet for example).

Sacred Weapon – I only ever use this in Solo for the extra damage. Nothing special, just that. Can also be run in dungeons if you fancy a change and know you can survive without one of the others for the fact your next 3 attacks force the enemy to attack you as well as the additional damage.

 

Dailies:

Divine Judgement – A solid damage dealing daily with slight AoE damage. Always good to have at least one damaging daily. Very rarely leaves Tray.

Shield of Faith – Reduces damage taken by allies by 30% and lets them get 30% more healing for 6 seconds (12 seconds at max). Never leaves Tray unless soloing dungeons/PvP. Some people may argue that Divine Protector is better, yes, you redirect  60% of damage they would take to you and you take 60% less, however at max it lasts half as long and so you can have more of an uptime on Shield than Divine Protector.

Divine Protector – That being said, this can also be used if you are carrying through new 70s, in bosses that act randomly (Epic Cragmire Crypts) or you need to take damage for the Protection mechanic to proc. I would still prefer Shield over it.

Lay on Hands – An underrated power. This can be a lifesaver. Instant heals to max and removes all DoTs from them. Not to mention it only uses AP proportional to the HP that was healed, meaning this can be used often. Useful for if you want to solo dungeons or you are missing a healer and you are doing a dungeon with a lot of AoEs and the DPS lack the Life Steal to heal themselves.

 

Auras:

Aura of Courage – Extra damage for your allies, higher DPS, quicker runs. I have seen this hit for some good numbers. Never leaves my tray. Off-hand artifact power also gives 25% Control Resistance to you and your allies, more buffs.

Aura of Wisdom – Increased cooldowns, 10% at base and 25% at max. Lets you get your tanky powers and utility powers back in time. Also helps your team a lot more, reducing your dps encounters, your DCs encounters all increase the dps. Also the off-hand artifact power gives 1% total AP every 3 seconds to you and allies.

Aura of Protection – More Damage Resistance for you and your allies. 5% at base, 12.5% at max. Can be helpful, especially at lower item levels and levels. I find that it loses its use after a while, but can still help when running with another pally who is using one of the above.

 

Boons:

Most of the boons are pretty easy to tell what you need. I always go for either HP, Power, Crit, anything that heals you when being hit, Resistances to Control/AoE etc. Below I will only say which I chose out of the pair/quad and why.

Sharandar:

Dark Fey Hunter – More power = more power share. Plus Pallys don’t really care for defense all that much.

Fey Precision – More chance to crit is always wanted for damage. Also deflect reduces the effectiveness of Binding Oaths damage.

Feywilds Fortitude – An extra 1600 HP. HP = Tanky. HP = Power = More Power Share. We don’t really need the 3% extra AP Gain since we can make up for that elsewhere.

Elven Tranquility – We will be getting hit a lot, if your base HP gets taken down, this can heal that up. I’d rather be able to heal my own damage and stay alive than dealing more damage.

Elvish Fury – Well, Stamina Regen is good, if you were to use your stamina, I don’t use mine all that much so find that kinda pointless. We don’t Deflect all that much so Fey Thistle isn’t that great for us. There comes a point where you don’t use potions so the bonus 10% from them means nothing. So the extra power for killing is nice for getting your Templars to deal more.

Dread Ring:

Reliquary Keeper’s Strength – Ignore the movement, since its nothing major. The extra 250 power isn’t all that much either but it’s still extra power share for your team.

Evoker’s Thirst – Regeneration only occurs outside of combat so, other than the slight increase to incoming healing, there’s no point. Life Steal helps you heal yourself a tiny bit and also goes towards Assassins Covenant.

Forbidden Piercing – Since we want our Binding Oath to deal as much as we can get it to, we want to avoid deflecting. The Resistance Ignored will also help with out Templars Wrath and damage in general.

Enraged Regrowth – More healing when being hit. It also comes with an extra 4000 Defense, which I don’t like, but I’d rather have the heals over the extra damage.

Augmented Thayan Basion – A shield for 10,000 damage can be a big helps in sticky situations, also it works similar to Binding Oath where it will redirect damage to a nearby enemy. Rampaging Madness takes too long to get the affect since you need 50 stacks and can only get 1 stack a second, so you need to be fighting for at least 50 seconds just to get its effect for 10 seconds. Endless Consumption seems good at first, but we aren’t going to be Life Stealing often or much so it’d be wasted. Burning Guidance is another wasted one since we don’t use healing spells.

Icewind Dale:

Note: I havent completed these boons yet, I only have the first 3 but I will put what I will be choosing for the last 2.

Weathering The Storm – AoE Resist is always nice, the CA damage could also work here but it’s not an important stat to us.

Appreciation of Warmth – Incoming Healing Bonus can help the healers keep us alive if we get that low. Again Stamina Gain would be nice, if we used our stamina much.

Sleet Skills – Extra Crit Severity helps our powers deal more damage. Recovery is not a big thing in my build as you will see when we get to stats.

Cold Shoulder – Damage Reduction is a nice thing to have, helps you and allies survive some bigger hits. Cool Resolve wont do all that much since we wont be missing Stamina.

Avalanche – This last set of boons are honestly bad. Since we will be getting damaged often, we can easily get 20 stacks giving a free 15,000 damage.

Underdark:

Note: Missing the last boon here but again, will put what I will choose.

Primordial Might – Extra power and HP. Gives more Power and a little more Tankiness. All this power shares with allies. Again the defense will reduce the effectiveness of our Binding Oath.

Primordial Focus – Extra Crit and HP. Extra damage for all of our attacks, gives potential for more temp HP. The Life Steal can be passed on as it can be made up elsewhere.

Drow Ambush Tactics – Extra Combat Advantage Damage can help at time and I see it more useful than Regeneration.

Drawven Footing – Control Effects have a shorter time when applied to us, makes tanking a lot easier. The stamina gain bonus again isn’t helpful since we rarely use stamina.

Abyssal Strikes – Extra Damage is always nice. The chance for Demon Slayer isn’t that great so I find it useless, the only demons we really face are in Demogorgon and you wont be hurt all that much during it so the damage decrease isn’t worth it. The extra 25% Control Bonus is a nice amount but you wont really need it.

Tyranny of Dragons:

Note: Not progressed nearly at all on this campaign as I only have the first 2 boons, again, will list my choice for the others.

Dragonheart – Extra HP is always wanted, need I say more?

Dragon’s Gaze – Crit Strike is good for more damage. Deflect decreases effectiveness of Binding Oath so I avoid.

Draconic Armorbreaker – Extra Armour Pen is going to be helpfull and is more useful to us than Defense would be.

Dragon’s Greed – Extra Life Steal to increase our Assassins Covenant over the Regen which, again, is pointless except for incoming healing.

Dragon’s Thirst – 3/3 – Extra Life Steal for Assassins Covenant. Incoming Healing isn’t really needed for us. The Crit Sev would be nice, however I feel the extra power from Assassins Covenant would be better overall. The increased Control Strength isn’t really needed all too much since we can hold aggro more than easily.

Guild Boons:

I am in a guild hall 20 so we have most of our boons maxed. I will put the level next to the boon to make sure.

Power – Level 10 – Extra 8000 Power to power share and use myself. The Armour Pen is good to use until you get yourself to 60% Armour Pen without it using Bondings.

Hit Points – Level 9 – Extra 36000 max HP. Gives us more HP to Power conversion for our Mechanic to then Power Share. Also more tanking capabilities.

Maze Engine

Abyssal Regeneration – Extra healing from DCs/Healadins etc as well as extra from my self heals like Life Steal. More diverse than the Life Steal Severity boon to me.

Demonic Resilence – Reduce the times that Control effects have on you to make your job as a tank a little easier.

Demonic Swiftness – Gaining AP quicker is always a good thing, plus we don’t use stamina so regenerating it quicker does nothing for us.

Baphomet’s Might – Displace Fate isn’t really worth it because of how situational it is, Engine Inspiration is useless since we don’t use healing spells. Baleful Clutch could be good but I don’t have issues with holding aggro. The extra Crit gained from Baphomet’s Might helps out quite a bit in combat.

Elemental Evil

Wave of Force – HP and Power for the same reasons as above

Heart of Stone – Life Steal Severity is more useful in combat than Regeneration is

Searing Aggression – More crit to help build Temp HP. Recovery isn’t an issue with my build.

Gale of Retribution – Heals after being hit topped off with a nice buff to Crit. Better for me than Wall of Wind since I don’t care for recovery, Bolstering Storm gives unneeded stamina gain and Furious Whirlwind gives extra Lifesteal Severity which although good, isn’t quite needed as much.

Storm Kings Thunder

Frosty Demeanor – More Control Resist is good. If Cold Hearted gave more Life Steal instead of Life Steal Severity I would have chosen that for the buff from Assassins Covenant.

Survival Instincts – Like said before, we don’t use Stamina, so Stamina Regen isn’t useful for us. The extra incoming heals is, however.

Icy Wrath – Stamina Missing? Well, we don’t. A chance to gain an extra 2000 damage on your next hit is nice since we will always be getting hit.

Glacial Strength – HP is our main focus, never say no to it.

Chill of Winter – A little extra damage is always nice. The other ones just aren’t for our class. We don’t heal, we don’t use potions and we don’t deflect all that much.

The Cloaked Ascendancy

Aura of Hope – The extra AP gain is better than just stunning, gets yours and your allies dailies back quicker.

Fiery Frenzy – Extra Crit Severity = more damage = more aggro.

Fey Brias – Life Steal > Recovery for me. Boosts my Assassins Covenant boost and I don’t need recovery.

Abberant Power – Getting hit lets you deal more damage, so just keep up tanking.

Gear:

Head – Dragon Loyalists Visage – 12624 More HP is nice, the extra Power and Armour Penetration work well too. Reinforced with Major Hit Points Armor Kit for the Extra 800 HP.

Chest – Deepknights Brigadine – 50495 HP. Easily the best Chest for a Pally. Reinforced with Major Hit Points Armor Kit for the Extra 800 HP.

Arms – Dragonflight Restoration Courters – HP/Power/Def/Recovery. More useful than HP/Arm Pen/Def/Regen that the Ward Courters give. Reinforced with Major Hit Points Armor Kit for the Extra 800 HP.

 

Boots – Dragonflight Ward Polyens – HP/Def/Defl/Recovery. Either the Ward or Restoration Polyens would work here, but I needed a little more Recovery so went for Ward. Reinforced with Major Hit Points Armor Kit for the Extra 800 HP.

Neck – Cloak of the Protector. Not the best of cloaks, but would rather use this over switching out another artifact for the Greater Protector set. Reinforced with Major AP Gain Jewel for +100 AP Gain.

Rings – 1 Greater Ostorian Ring of Dod. – Power Crit ring, useful for dealing damage and increases your power share. Reinforced with Major AP Gain Jewel for +100 AP Gain. 1 Ostorian Ring of Stein – gives a little more bulk, will be replacing with a second Greater Ostorian Ring of Dod when I get another, however. Reinforced with Major AP Gain Jewel for +100 AP Gain.

Waist – Greater Plated Belt of Constitution – +4 to your Constitution at max. Since Constitution is the main stat we want to focus in, this is essential. Also a part of the Greater Protector set. Reinforced with Major AP Gain Jewel for +100 AP Gain.

Shirt – Drowcraft Chaincoat – Extra HP, Defense and Power. The best shirt for a pally tank in my eyes. Reinforced with Greater Everfrost Resist Armor Kit for the 5% Everfrost Resistance.

Pants – Drowcraft Chausses – HP, Recovery, Defense. Gives the set bonus for the Drowcraft (Heals allies when you crit for a little bit) plus have some good supporting stats. Reinforced with Greater Everfrost Resist Armor Kit for 5% Everfrost Resistance.

Weapons – Relic Set. We want to maximise our damage too to get and hold that aggro. This set also gives us a slight defense boost instead of an offensive one if you ever have one of those urgent situations. Main Hand Artifact equip power to boost Radiant Strike, more damage on entry to combat, no complaints. Off-Hand Artifact equip power to give Control Resist with my Aura of Courage, good team buff.

Enchants – You want to maximise your HP and your Power, so put Radiants in your Offense and Defense slots, whilst putting Darks in your Utilities for the extra movement speed to get you in combat faster.

Armor Enchantment – I current run a Lesser Soulforged so if I do mess up something I can get back and get aggro back without issue. Currently in process of swapping to an Elven Battle Enchantment so I can reduce controls and stuns on me, making tanking more seemless.

Weapon Enchantment – Currently run a Terror for the debuff, looking to work towards a Feytouched as its power increases the Temp HP gotten from Templars Wrath.

Artifacts – As a pally, focus on getting the 3 4k HP Artifacts and 1 of the Cragmire Artifacts (for the Greater Protector set). I currently use Sigil of the Oathbound Paladin as my main (4000 HP, 1000 Power, 600 AoE Resist). My secondary artifacts are Wheel of Elements (4000 HP, 1000 Power, 600 Stamina/Guard Gain), Horn of Valhalla (4000 HP, 1000 Critical Strike, 600 CA Bonus) and Lantern of Revelation (1000 Critical Strike, 1000 Armour Pen, 600 CA Bonus)

Companions:

You will want to run a Debuffer as your main one to help the team out. I currently run with a Sellsword as my summoned, a Rebel Mercenary will also work since it is basically a reskinned version of the Sellsword. I run an offensively built companion, stacking its Armor Pen and Crit mainly to get myself up the respective caps. I use Bold Neck of the Companion +3, Bold Belt of the Companion +3 and the Bold Sword Knot of the Companion +3. These get me up to the Resistance Ignored cap when my Bondings proc. For my enchants I focus on stacking Crit to get extra damage. Bondings are essential on your companion to hit bigger numbers on your TW as well as just hitting for higher damage since the power share from your Aura Gifts will go to your companion who then returns them to you, essentially buffing yourself.

http://xboxdvr.com/gamer/THE%20UK%20Unknown/screenshot/6827283

I also have these active companions:

Air Archon – More Damage when an enemy is at less than full health, almost always active.

Earth Archon – More Damage when you are at full health. Since you live in your Temp HP typically, this will almost always be active.

Rimefire Golem – +1200 HP. Doesnt sound like much but it can help.

Energon – Increases our Max HP by 5%. When you sit at high numbers this will be a pretty big buff.
NOTE: I have noticed a bug with the Energon where if your HP changes, you may not receive the bonus 5% from the change. Making it idle and active again will fix this issue.

I am looking at swapping out my Air Archon for a Seige Master since it increases the amount of Temp HP you receive from TW.

Stats:

Standing Stats:

http://xboxdvr.com/gamer/THE%20UK%20Unknown/screenshot/6825631

After Bondings Proc:

http://xboxdvr.com/gamer/THE%20UK%20Unknown/screenshot/6827471

After Bondings and Protection Mechanic:

 

Now, I know that a lot of Pallies run with high Recovery, however I don’t feel the need for it, I get my encounters back more than quickly enough, I get my daily back quickly enough and if I am running with a DC who has haste, I will often have permanent Shield of Faith up. If I ever feel like I am lacking in my recharge speed I can always tap my Divine Call to shorten my cooldowns by a third. It also grants a little amount of AP to get the daily back quicker. I am also going to work on getting my Armor Pen down when I upgrade my third bonding to Rank 10, I should be able to get to cap using 2 Azure 8s.

Mounts:

I use the bonus from the Guard Drake for the extra 2000 Power, I am looking to switching to one of the HP Mounts though. Three of my Bonuses are currently just placeholders. Those being Warlord’s Encouragement, Cavalry’s Warning and Protector’s Friendship. I will be adding Protector’s Camaraderie, Artificer’s Persuasion and Shepherd’s Devotion.

http://xboxdvr.com/gamer/THE%20UK%20Unknown/screenshot/6827702

Rotation:

I don’t really have a set rotation since I do what needs to be done at any point. However entering combat will always be the same. Trash and Bosses do have slightly different entry rotations but they work pretty much the same.

Trash

Radiant Strike, Binding Oath, Circle of Power, Templars Wrath, Valorous Strike, Divine Call, then Valorous Strike until your encounters are back, repeat. Dont use Binding Oath until the previous one is done, if you do, you will miss out on the damage at the end of it, which can be very powerful. Also, use Shield of Faith whenever your Daily is ready to be used. Also remember to use Radiant Strike if you ever get knocked away from the group.

Boss

Bane x1, Radiant Strike, Binding Oath, Templars Wrath, Bane x2, Valorous, Divine Call, Valorous until encounters return. Again, dont Binding Oath until the last one is done, use Shield of Faith whenever ready and Radiant Strike back in, in case you get knocked out. The rotation for this is made more difficult by the fact that bane isnt affected by Divine Call. However, with the recovery we have, the 3 stacks of bane on the boss should go when you have 3 seconds left until you are full again, which is enough time to place the first 2 and then it will be ready for a third. I always use my artifact if I know that a heavy hit is coming or I need a little more bulk whilst setting up or if I’m having to sit with the more squishier players since they need the extra Damage Resistance. If you are running with a second tank and you see they have aggro you can also run to the squishier players and place your artifact on them, if possible.

That’s it!

Thanks for reading this and learning about what I do. Hopefully this can help some of you players wanting to play a really nice tank build. I am always happy to hear feedback and will always be updating as and when something changes. Also if anyone has any other questions, feel free to leave them below or add me on Xbox @THE UK Unknown.


Erla HDPS Hunter Ranger Pathfinder/Trapper

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Hello! This is yet another guide on being a high DPS dealer as a  Pathfinder/Trapper Hunter Ranger.

Trapper is all about switching. If you have the right feats, you will rarely use your at wills. Encounters will charge very fast and you will also deal more damage with them. So as you have to switch stances a lot, I would recommend you to have some practice as a Hunter to go with this build. Understanding the powers, feats, boons, etc is very important here, since that’s where our damage comes from.

RACE

We’re aiming for damage here and for that, you need Dexterity. I am a Wood Elf, but a good option is Drow, Dragonborn or Halfling, since they give +2 of Dexterity.

The secondary trait for HR is Wisdom, which gives you Crit. It’s very important too so make sure you get points there.

Here’s my ability score

Make your DEX and WIS the higher as possible. More about that later in the post.

POWERS AND ITEMS

Now, this is important. You need a good rotation if you wanna benefit from the feats you will get.

These are the powers and items that i keep on most of the time. It works for soloing and doing dungeons with lots of enemies. We will change a power for big, single guys though

Tymora’s Lucky Coin and Adorable Pocket Pet give you random beneficial stats <3. You can get them now on Auction House.

Make sure you put 4 power points in all of those powers (and Longstrider’s Shot/Gushing Wound) before the other ones. You will eventually have enough for all or almost that so don’t worry.

FEATS

This is the champagne supernova of this build. Make sure you read well what the feats say because it’s what makes trapper so awesome and different from other classes and builds.

Lets’s go one by one, shall we?

 -HEROICS

Predatory Action: Makes you Daily Powers deal more damage. You will use those a lot so make sure you put some points there.

Weapon Mastery: Crit is always good.

Toughness: More HP. As a HR, you will need that.

Agile Combatant: This is where it starts. This feat makes you deal more damage after you switch stances. Yay for trapper!

Endless Assault: Makes your encounter powers deal more damage. Get all, since we use encounters A LOT.

Scoundrel Training: You deal ore damage to foas not targeting you with your at wills. Meh. I will change that soon, probably will put some more points into Predatory Action or give some to Lucky Skirmisher (more deflection).

Disciple of Dexterity: More damage from Dexterity. And we will get it high.

 -PARAGON POINTS

Fleet Stance: Move faster after switching stances. As you’re always shifting, more movement means more damage for you.

Deft Strikes: This is AWESOME. Makes you deal more damage with melee after dealing ranged damage and more ranged damage after dealing melee damage. Meaning: deal more damage after switching. One more reason to keep switching until your fingers start doing the “press TAB” movement even when you’re not playing, like at work and stuff. It happened to me it can happen to you, lol.

Trapper’s Cunning: Your crits can apply roots on the enemy

Forestbound: when you apply roots on an enemy you reduce your power cooldowns. See why we always use encountes? If you use the right powers with this, you’re good.

Ancient Roots: Your roots last longer

Swiftness of the Fox: Another awesome feat. Melee powers make ranged power cooldowns be reduced and vice versa.

Thorned Roots: Strong roots are upgraded to Thorned roots and they give a lot of damage per second.

Serpent’s Bite: More damage and crit chance from Aspect of the Serpent passive, which should never leave your tray.

Biting Snares: When you apply roots you have more AP gain, deal more damage and have more control duration.

ROTATION

Most of the time you will be using the powers i showed above:

Cordon of Arrows/Plant Growth

Constricting Arrow/Steel Breeze

Hindering Shot/Hindering Strike

Aspect of the Serpent

Aspect of the Pack

Rapid Shot/Rapid Strike

Hunter’s Teamwork/Careful Attack

Disruptive Shot

Forest Ghost

So here’s how i do it

I start the battle with Constricting Arrow to proc Biting Snares. Then i switch to melee, use Forest Ghost while i get near to the mobs, since the thorns from it give damage and it increses your run speed, use Steel Breeze, Careful Attack, Hindering Strike, Plant Growth, go back to ranged, get far again and apply more roots with Hindering Shot (it has 3 strikes) or Constricting Arrow again, Cordon of Arrows (has 3 shots too) and then start again.

As you go on you will notice that the cooldown of your encounter powers will be very short so pay attention to it and use it in your favor. All the melee powers here have AoE effects so it will help clearing annoying mobs and controling some too.

Your passive skills will be useful because Aspect of the Serpent does basically what Deft Strikes do and Aspect of the Pack gives you Combat Advantage, which is good if you’re in a party or have a companion active. You can also switch it to Aspect of the Lone Wolf if you need more deflection.

For big bosses like Orcus and others, I switch Hindering Strike for Longstrider’s Shot. Use it far from your target and you will give yourself and your party friends increased run speed. The melee version, Gushing Wound, which gives a bleed in a single enemy. It’s awesome to see all the damage numbers coming out of your enemy after using this. It can give tons of damage, but use only on big bosses.

BOONS

Elven Tranquility because you need to survve to deal damage. Don’t go all offensive all the time.

Again, defense is important too so put some Enraged Regrowth there.

In the end it’s all about demons.

I will put my last point into Dragon’s Thrist for some more Life Steal.

Demonic Endurance because we already have a great AP gain, we don’t need more.

I will then go for Icy Wrath, Glacial Strenght and Chill of Winter

Go for Fiery Frenzy, Fey Briars and Aberrant Power

COMPANIONS

This is my active companion. You can get the Paranoid Delusion on Auction House, they assume your appearence and use some of your powers while fighting. Good because increases the damage on rooted targets.

Wild Hunt Rider. You deal more damage.

Siege Master. More damage again.

Air Archon. More damage to foes not at full health.

Young Yeti. Chance that you or your companion deal more damage.

I might change some of those in the future. Fire Archon is good too, Con Artist gives more crit, the Erinyes of Belial gives more crit severity… but I’m good like that so far.

MOUNTS

These are the insignia bonus that I’m using. Wanderer’s Fortune is great, the other ones are great too. I got lucky that I had some of those mounts before the insignia thing even existed and those mounts ended up having a good benefit. Use the Heavy Howler +2000 crit as active mount power. Of course, there are some better mounts like the legendary ones (Tenser’s Disk for example). But I can’t afford it so for now I’m with those.

GEAR

This is the gear I use for now. I’m going for the Abolethic weapons set from River DIstrict campaign and will try to get better stuff from Storm King’s Thunder collection like some rings and also the Eye of the Giant artifact, for its stats of power and crit.

Now, a lot of people have been running with the Lostmauth set. It’s good but personaly I think the Company Duelist Cloak (you can get at your Guild Stronghold store) and the Greater Twined Rope of Dexterity are better. Why? Remember I said earlier we’d talk about the DEX bonus? Well here they are. Those two items don’t have set benefits, after all it’s not a set. But the cloak gives you 2 DEX and 2 WIS at legendary quality (which I’m aiming for) and the belt gives you +4 DEX on legendary. And DEX gives you damage, WIS gives you critical… so it’s totally worth it losing the bonus of the set. You can find the belt really cheap in Auction House (green quality).

ENCHANTMENTS

I’m going for Azures or Radiants on Offense, Dark on Defense for more Life Steal and Dragon’s Hoard on Utility to get more refining stones. On overloads I like using Greater Corrupt Lethal Enchantment or Greater Black/White Dragon Glyph.

For weapon enchantment you will want Dread (i use greater, it’s what I could afford but the higher the rank, the better), it’s the best for us trappers since they raise the crit severity of our encounters and reduce enemy defense and damage resistance.

For armor I use Lesser Soulforged. It revives you once after you die. Lesser really is more than enough.

FINISHING

On the pic on gear topic you can see my stats are low. That was because I was in Summer Festival zone, which reduces your lvl to 60. Those are my stats in solo battle, sometimes it can go more than that too.

Well I think that’s all. If you have any doubts, suggestions or if I forgot something, please feel free to comment 🙂

Pardon me for some possible grammar mistakes. English is not my first language.

 

 

 

 

 

The PVP Control Wizard (Mod 11.5)

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Credit

Firstly I would like to make a shout out to Sly@SomeOneSly. Sly has adopted and tested this build, adapting it to his own play-style and in doing so bettering it from the original. Thank you Sly! I am sure that if you wish to know the changes he has made you can contact him in game.

What this build is and what it is not?

More often than not I enter Domination alone, and so the goal with this Control Wizard was to be the best it can be in this type of situation.

My Control Wizard cannot afford to sacrifice damage, control or survivability to a point where one becomes a glaring weakness for my opponents to capitalize on.

When entering Domination alone I do not want to assume someone will be there to buff my damage, control my opponents or be my meat shield. Also I cannot assume what role my team will need me to fulfil to aid us in winning the match.

This is a Jack-of -all-trades Control Wizard Build, and IMO the best kind.

I built this character to have great damage, great survivability and capable control. There are other CW builds that do one of these things more effectively, and that funnily enough our greatest strength and their weakness.

What can this build do?

Absorb the spike damage of a max item level DPS focused Guardian Fighter or Combat HR, and then some.

Tank multiple enemy’s for a prolonged time or depending on the difference in player skill/class composition, stalemate them indefinitely.

Negate a DPS focused Control Wizards damage, yet maintain a similar damage output. Ultimately positioning this build as a nightmare match up for another Control Wizard.

Maintain enough damage output to assist comrades in clearing a node.

Maintain high survivability to defend a node indefinitely or for a good deal of time in a 1v1 situation vs all classes.

Can this build be used in Pre-mades?

Yes and to great effectiveness. One thing to consider however is the role that you play is harder to determine with this build. Good Pre-mades pick teams based on the role they can play. A pure DPS Control Wizards role for example is to dish out maximum damage. This build I think falls into the category of versatile, and sometimes having someone who can play multiple roles can make a big difference in a domination match.

 

Build

Halfling, Tiefling or Human (I chose human for aesthetics and 3 extra heroic points) Max Intelligence and Charisma or Max Intelligence and Wisdom (for slightly more control). Experiment with this, Sly likes more control and I like more damage.

 

Situationally you may want to use an Elven Battle Enchantment but you lose a lot of survivability and we do have other means of escaping control. Slap this on vs an Oppressor or Trapper if they are pestering you.

 

Feytouched assists with our survivability, causing our enemies to deal less damage. Any Artifact Weapon is good and I personally chose Stronghold weapons to skip the grind. Relic and Mirage are equally as good and if you are yet to get any of these, Drowned weapons worked for me for a long time.

 

 

 

This will be replaced with the Rubellite Duelist Ring for a slight stat increase.

This will be replaced with the Rubellite Duelist Ring for a slight stat increase.

 

Will be replaced with Greater Everfrost Tunic when I get a chance, to capitalise on the set bonus with our high Deflect.

Will be replaced with Greater Everfrost Tights when I get a chance, to capitalise on the set bonus with our high Deflect.

 

Artifacts

The Valhalla set bonus is a key ingredient to boosting this builds survivability, this will be further explained below.

If I had the AD I would replace this with the Forge Hammer of Gond. If I had the time to level another character I would also replace this with the Sigil of the Scorge. What we are looking to achieve with at least 2 of our artifacts, is to get the deflect stat which we need to work for as it does not come on our armour.

I use this as my active 90% of the time. The stats are just ok, however it is the 30% damage buff and Healing/Shield buff that makes it a no brainer.

Oghma’s has the deflect that we need and as a bonus it has a great active use. If you are being pestered occasionally and find it more advantageous for you to keep your negation slotted during the match instead of an Elven Battle, use this as your active artifact to break control powers.

Mount Powers and Insignias

Although not accessible easily, the Swift Golden Lions combat power provides a lot of survivabilty for both you and your team. I see a lot of people save the use of this power as a last resort, however it provides a far smaller shield because it is based on your remaining hit points. If you have this power, don’t be shy and use this power sooner rather than later.

I use the Dominant Force Equip Power for additional burst damage. The Lion’s Equip Power is a balance between Offence and Defence and is also good depending on which department you feel your character is lacking. A mount offering Deflect will give you even greater survivability. Please experiment, choose based on whether you feel like you need more damage or more survivability.

These are what I consider to be the best Insignia Bonuses for this build. I encourage everyone to experiment, however if you choose to, I would suggest that Vampire’s Craving is swappable and the others are too good to swap out. The Insignias are a mix of power, lifesteal, deflect and Hit Points. The variance is key to reaching certain thresholds with your stats which I will explain further below.

Feats

If I can ask one thing of those who choose to follow this build guide, it would be to experiment and not take my choices as gospel. Part of releasing this guide is to get it out there to a community of great minds, so that it can be tweaked and improved.

That said, let me explain some of my choices.

Controlling Action and Fight On are great sounding Heroic Feats, however I do not notice the difference in AP gain with Controlling Action, and I feel Fight On is not required with Spell Twisting. This is why I did not choose them.

In the Oppressor Tree, I have placed 1 point in Severe Reaction. When struck you have a 15% chance to repel your attacker 1/2/3/4/5 feet and restore 2/4/6/8/10% of your Stamina. This only works within 20 feet. This proc’s a lot and you get a 15% chance to be protected for only 1 point invested. It’s utility is too good to miss.

In the Thaumaturge tree I have invested in Destructive Wizardry. When you cast a fully charged Storm Pillar, you gain 1/2/3/4/5% additional damage for 20 seconds. Most Control Wizards will overlook Storm Pillar as an At-Will due to its mediocre damage and therefore skip this feat. We are going to be using Storm Pillar for its utility however and this feat synergises with it. Also, a 20 second buff is very respectable compared to other buffs. I will explain why we use Storm Pillar in the At-Wills section.

In the Thaumaturge tree I have invested in Far Spell. This feat is highly underestimated and I always get flak for telling other Control Wizards to use it in PVP. Let me explain with some pictures.

Without the Far Spell feat this is the distance to a target dummy (to the left of the screen out of view) in the trade of blades.

With the Far Spell feat this is the distance to the same target dummy above. I cannot get these pictures to align however you can see the distance based on the 3 vertical steps in both pictures.

From a tactical viewpoint Far Spell puts you within striking range against ranged enemies first. This gives you the advantage of establishing your distance first, and thus the ability to control the fight.

In the real world, a fighter who not only has a reach advantage but can control the distance against their opponent, is in a very, very good position. Every good PVP’r learns their own striking distance and their enemies over time, this feat is the curve ball they won’t expect and will have to deal with on the fly.

Also, it is worth noting that we are not the most mobile class, and the extra range is helpful for sniping retreating enemies.

In the Thaumaturge tree I have selected Transcended Master. Shard of Endless Avalanche deals an additional 5/10/15/20/25% damage. Icy Rays deals an additional 5/10/15/20/25% damage if cast on the same target twice. Icy Rays has its cooldown reduced by 1/2/3/4/5 seconds if used on two different targets.

Shard of the Avalanche is terrible. The sole purpose for this choice is that the added burst damage from Icy Rays. I do feel however that the 25% increase is not correct and is maybe half that, but I have no way of testing it. I may use these points elsewhere in my next respec. I have Icy Rays on my bar 95%of the time.

Class Features

Although this build does not focus on Critical Strike whatsoever, Storm Spell hits often and hits hard. I use the Artifact Class Feature for this also. Sly uses Orb of Imposition for more control.

Chilling Presence is our best DPS Class Feature. I can’t show you the math but it is out there. I use the Artifact Class Feature for this.

Encounters

This is always in my mastery slot (R1 on PS4)

I switch between this, Ray of Enfeeblement and Repel depending on the situation.

Use Repel to keep distance and positioning in your favour. The perfect time to land an Ice Knife Daily is straight after you cast Repel.

I only ever slot this when helping to burst down a tank.

My most favourite Encounter is Icy Rays. This Encounter can be activated twice, the first press of the button gives you a mark (you can see this in the picture below) and it works like a homing missile. This mark is still visible on a target in stealth, so you can use this to track a Trickster Rogues movement. When sight is lost you can still activate the second strike within 5 seconds to hit them and reveal their position. The second strike can also be used to hit another target however it deals less damage.

Icy Rays also has a stun mechanic that allows you to land followup encounters more easily, halt an attacker in there tracks or buy you a second to create yourself some breathing space.

 

Disintegrate is our highest damaging Encounter and there is never a case to not use it.

At-Wills

Ray of Frost gives us the ability to add chill stacks and freeze our enemies. While frozen our enemies take the most damage, so this should be your go to At-Will. If you jump and cast this At-Will you can cast faster and wont be rooted. Jump casting is not very easy on the PS4 though as we need to press 3 buttons simultaneously.

Further up in my feat selection I started to make a case for taking a relatively small gain of 5% damage for 20 seconds using an At-will that does mediocre damage.

A fully charged Storm Pillar like the one above acts as a stationary, motion detecting lightening rod for a few seconds. Imagine that the 2 target dummies were Trickster Rogues. Imagine they are in stealth. This thing can see them for you, it is your eyes and ears, and has saved me from many Shocking Executions.

Another fun fact is that it can hit a Guardian Fighter from behind their shield.

Daily’s

Pretty straight forward.

Ice Knife is our hardest hitting Daily. Use it after Repel for a guaranteed hit.

Oppressive Force is good for using on a node vs multiple targets and the push back stun is good in a 1v1 vs heavy hitters like the Guardian Fighter and Combat Ranger.

Massively overlooked because of the long casting time and small radius, this daily has amazing utility more than anything else.

Upon casting you will break all Control Effects much like using Oghma’s Token of Free Movement. The key thing to note however is that the animation can be cancelled immediately with a quick teleport and you will only use 50% of your AP.

Boons

With regards to boon selection again I ask you to experiment. I do not have all the boons unlocked as I struggle to enjoy PVE, however these are what I would choose. There is no right or wrong choice,  all the boons can be seen as additional fillers to areas you feel you may be lacking. Obviously there are boons that synergise with our high deflect which are worth choosing, however you will notice most of the on-chance type boons, I have opted for more damage output as I think the core fundamentals of the build make us tanky enough.

What stats to aim for?

As of now I am working towards all the power I can stack while maintaining, 10k Armor Penetration, 10-15% Life Steal, 30-35% Deflect, 200K + HP.

Final Notes

I PVP every day and would feel confident fighting any Control Wizard or Guardian Fighter (the only classes I have) with like for like stats and be a formidable opponent. There is nothing I can write in this guide that is equivalent to the knowledge gained from practice.

Look at the concept of the build and try to understand why it works the way that it does. Then get out there and practice.

Enjoy the build and I look forward to seeing you in Domination.

Filthy Templock – guide to DPS and Healing

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Filthy Templock
Your guide to DPS and Healing. A Filthy tale.
Let’s start like this: Templocks get a bad rap! They will never (should never) top the DPS boards in an optimal group. But they do provide great functionality. IMO they are the best pure healer in the game followed closely by a healadin. And they also put up very respectful DPS. In this guide, you’ll be able to effortlessly swap from your HB Fury build to Templock, with only changing your load out. Nothing else. Please follow Fernu Stormborn on YouTube for his HB Fury Build. Once that is set up this build will only change feats. So you’ll be shooting for 100% crit on both load outs. Then keep stacking power as much as possible.

Race 

Two best options are Tiefling and Dragonborn, both choices are very good. I chose Tiefling to avoid the price tag of Dragonborn.  Tiefling provides a damage boost once the target’s health is less than 50%. Dragonborn add additional power/crit. The choice here is yours.

Paragon

Your paragon path will be Hellbringer.

Stats

You will want an initial roll that gives you the most CHA and CON. Those will be the stats you will level up throughout your progression.

Feats

Here we have a couple options. I’ll give you the choices and you can see what’s best for you and your typical group you play with.
1/5 Energizing Curse
3/3 Weapons Mastery
3/3 Toughness
2/5 Determined Casting
3/3 Soul Reaping * (Name?)
2/5 Blood Pact
3/3 Devastating Crit

The choice here comes whether you want extra life steal or your encounter quicker. Because I run a lot of end game groups with paladins and devoted clerics I chose the extra life steal. This makes it so I don’t have to run extra defensive slots. I can run all offensive and still have enough life steal chance. If you want 6% more cooldown reduction, feel free to but those 3 points from Soul Reaping back into determined casting.

Feats cont.

Now we’ll go into the 3 different trees and I’ll explain the reasoning behind some choices. First we’re going to go into Temptation so we can get the cap stone which is what allows us to heal.
5/5 Hope Stealer (because crit build)
5/5 Hellish condemnation (for damage reduction)
5/5 Dark Revelry (one of the best buffs we have as Templocks)
5/5 Aura of despair (another damage reduction…these help if no DC is in the run)
5/5 Aura of Cruelty (mainly because I don’t like the other feats. If you like to use Blades of vanquished you can put 5 points into Darkness. I personally don’t like that power so I picked this feat instead.)1/1 Soul Binding (this is how we heal other players. More damage done the more outgoing healing)
* Now let’s go get some DPS*
5/5 Parting Blasphemy (Using Hader’s Grasp removes curse and adds this damage)
5/5 Power of the Nine Hells ( this is the bread and butter of the build. A great buff to party and self)
5/5 Critical Promise ( you can really put these last 5 points anywhere but our goal is more DPS =’s more healing. So with our 100 % crit build this is proccing all the time adding to your damage numbers and subsequently adding to your outgoing healing.

Gear

Not all Scourge Warlocks are created equal. There are milestones and tweaks that come with gear. So here’s my advice on gear. Go after you relic set. Get 3 pieces and then get Jaarls Gaze from Master Storvald. This is the optimum set up in my opinion. The other options are buying the Company gear from the Stronghold vendor. Also, any of the dungeon drops like life silk spinneret can be a great stop gap if you don’t have your relic armor yet. Don’t forget about 2 piece dusk set as well. They all have great stats. But your “goal” should be to get 3 piece relic set with Jaarls Gaze as a helmet.

You’ll also want to run the Undergarments from SKT zone. They can be purchased in Bryn Shandar. They are a great way to gain additional life steal severity. Tooltip states- If your Life Steal is greater than your deflection, whenever you perform a Life Steal you will gain double Life Steal severity for 10 Seconds.

I put Power kits on myself since I’m at the crit threshold I want. I also put AP Gain Gems on myself to boost AP Gain.

Rings

On yourself, the “goal should be to get a Rising ring of Power +5 and a Brutality +5. Sadly Demogorgon is super stingy so we can look at options here. The +4 versions of those rings are great too. You can also make the argument for the Greater rings from FBI and MSVA. All great choices. Keep running Demo though. It will happen. I think.
Disclaimer* a lot of Templocks will want to run life steal rings and you just don’t have to. You’ll have enough life steal with the amount of DPS we do and won’t have to sacrifice DPS to get more life steal.

Enchantments

Your weapon enchantment should be a Trans Vorpal. Since the goal is to not have to switch anything from our HB Fury load out (seriously look up Fernus build on YouTube, it won’t disappoint. I won’t tell you again.) we’ll keep running our Trans Vorpal for this build as well. After all, we have near 100% crit chance and critical hits mean critical heals.  I would try to get as close to 100% crit as you can. But between 90 to 100 is great. 95 to 100 even better. You lose a little bit of crit chance from changing over from temp lock to HB Fury so as long as you stay in that 90 to 100 % range you are golden.  You can choose other weapon enchants but then you wouldn’t be as effective in your HB Fury loadout.

Your main hand artifact power should be the % to Hellish Rebuke Your off hand artifact power should be All Consuming Curse for an increase in Crit Severity.
Your other slot will be combat advantage or Action point gain. I like CA since I am running Sigil and don’t need the extra help in AP gain.

Your armor enchantment should be a Trans Barkshield. I can’t stress this enough. After the newest update, the barkshield is immensely useful. Heres the main difference between barkshield and negation. Negation takes a time to ramp up. If you can take the hits you become more resistant. For squishy dps however you can’t take many hits and certainly not in FBI. Barkshield is like a frontloaded negation. It puts the stacks of damage reduction up front so you can take big hits and not die. Soul forged is a good option if you are low on AD. But with the barkshield, I no longer die (as often) and I don’t need the soul-forged anymore. A dead SW does no damage or heals.

In your defensive slots you are going to put rank 12 (or best rank you have) Dark enchantments. The goal is all Defensive slots having Darks rank 12 slotted in them. This will give you the most life steal chance possible. Also, it means we don’t have to change anything from our other load out. For your offensive slots it depends. The thing about the rest of the stats we add is that they have a purpose. We have to get our Resistance ignored up to 60% and our Crit chance up to around 100%. So using Brutals, Radiants and Azures keep tweaking until you have those numbers. You should get enough RI from gear and Artifacts. Use insignias as well if needed. Shouldn’t have to put in any Darks in offensive stats.

Artifact Set

You should be using the Orcus set. Neck, belt, and waist. If you do not have the AD to purchase that set use the Black Ice Belt and a broken set until you can find enough AD to get the pieces for your Orcus set. You can eventually feed them into your Orcus set anyway. But again, “Goal” here is Orcus.

Artifacts

This section is going to disappoint people. The reason being is there are so many options I can’t list them. It’s all about stats. I feel there are 4 options for your active artifact. The one you will actually use. So I’ll list them in an order I feel is best:
1. Devoted Cleric Sigil. You should be using this for your HB Fury load out to spam dailies. It’s so good.
2. Wheel of Elements. That fire buff is very nice. More so HB Fury but still.
3. Lantern. Great buff for team
4. Giant’s eye. Good self-buff, and much easier to use than the wheel.

Now for the remaining 3 artifacts it only matters what their stats are. The goal is 60% RI and near 100% crit. So pick the artifacts that boons those stats. Artifacts with armor pen, power, and crit are the best. Since those are the most important stats for us. As you add stats here and there from upgrading gear and enchants etc you will tweak your stats in other places. So say you have 65% RI. Maybe you take off Kessels Sphere and put on Giants eye. Dropping your RI but keeping the power. After all, currently anything past 60% is wasted. As is crit chance. So if you go over those thresholds, make sure to move gems around or add power in their place.

Companions

This is where all your DPS comes from. Do not skimp on these. They are pricey and worth every penny, or AD in this case.
There are several companions that offer the 10% debuff on targets. You should definitely pick one to be your active. I chose Con Artist since it has 3 ring spots and I can get great rings in just a few FBI runs. The Sellsword is another great option maybe even better than the Con Artist due to having 3 Offensive spots for Bondings rather than the Con Artists 2 offense and 1 defense.  However, it is much harder to properly gear out your Sellsword. It takes a lot of AD to buy the adorable gear or a ton of new Gambit runs to get the gear you need. But it is your choice. Just make sure your companion has the debuff.
As for the rest of your companions you’ll want an Air Archon, Earth Archon, Siege Master, and Owl Bear Cub. Yes, you will still want your OBC with this build. Pillar of Power doesn’t crit. Same as in your HB Fury build, the OBC will increase your DPS greatly when using the Pillar, which is all the time, even with 100% crit. Also, again, we wanted a seamless transition so we can change out on the fly. Another option here is the Bear Cub instead of the siege master. The bear cub affects your Life steal and is a great way to add extra chance and severity if you need it. I prefer the DPS over it but if you are lower item level and want to have more life steal chance and severity feel free to swap those two companions.

You should be running 3 rank 12 bonding stones on your summoned companion. No questions asked. If you are hesitant about that for any reason, those reasons are wrong. Just do it. Some say p2w, and other say it’s broken and makes content too easy etc. Those opinions are bad and they should feel bad. Rank 12 bonding all 3 slots. Don’t be your team’s liability. Then on my Con Artist, I’m running 3 Greater Rings from FBI. I have 2 Helligs and one DOD. The “goal” here is 3 DODs so you have power crit in each slot. But Helligs is a fine filler in the meantime. For the rest of your enchants it is about stat distribution. I run Brutals, Radiants, and Azures. Brutals for more stats overall, Azures to get me closer to crit cap, and radiants to stack power the rest of the way. Always check your stats while bondings are procced. It doesn’t matter how much crit you have before that. Only after your companions gift procs do you care what your stats are.
Next mod you’ll want to make all your companions legendary so might as well start now if you can. Until then though make your Air Archon legendary. I can’t see a day when that pet comes out of your lineup.

*Gear Score Tip* you can add 3 Regen kits to your companion’s rings for a boost in gear score.

Boons

Mount Powers

You can choose to run Wanders Fortune or not. DPS is expensive to build up so I like all the “free” RP I can get. So I don’t take this off. If you do id suggest Artificers persuasion. The others should all be slotted as you see them. If you don’t have a legendary mount. Use Artificers persuasion. And next in line would be a second Protectors comradery if you needed another slot.
Your insignias should be Armor Pen to round out stats, Crit Chance to round out stats, and then power the rest of the way. This gets expensive, however.

Legendary mount- This one is up in the air I think. I am using the lion as I love the additional DPS it adds and the shield can be life-saving in tough spots. Tensors and Flail Snail are also super good options.

Power/ Rotation

Now for the meat and potatoes. This is very similar to your Hb Fury Build with a few exceptions.

You’ll run Flames of empowerment and All-consuming curse for your Passives.
For most mobs ill run Fiery Bolt, Killing Flames, and Pillar of Power. If I need to support my team more ill use Dreadtheft over KF.  For Boss fights I’ll run Hadars Grasp Killing Flames and Pillar of Power.
In FBI since mobs are tougher ill run, Fiery Bolt, Dreadtheft, and Pillar. This allows me to constantly heal my team if they are a bit weaker and need the healing. For MSVA I run Dread theft, Warlocks Bargain, and Pillar Power. The reason I chance only here is due to mechanics. Not a lot of people know to actually move the Ice away from people and that can strip health fast. So I run Warlock’s bargain as is provides a crazy instant heal whenever in need it and also Dreadtheft for consistent heal proccing. Hellish rebuke hits like a truck and heals very well too.

My dailies are Tyrannical for mobs that don’t die quickly. And Brood of Hadar for single target. Gates can be good for places like Castle never with weak mobs.

So in a normal rotation say in FBI would be to Hit the biggest target with my Tyrannical Curse, Pop my Sigil so I can get another daily quickly, Shadow slip in and drop pillar. Hit them with 3 at will so my flames of empowerment is at full stacks and then hit them with Fiery bolt and then KF. If you see targets are at low health use KF to finish them off. KF is much stronger at 25% health vs 50% health. Youll notice bigger crits if you time up your KF attack.

For boss fights just make sure you are using Hadars grasp first to apply the debuff. So Curse, Daily, Sigil, PoP, 3 at wills, Hadars Grasp, re-curse since it has removed warlocks curse, Killing flames. At will until your daily or encounter come back up. Just make sure to recurse after hadars grasp. Tyrannical curse should not be used for boss fights. Only Brood of Hadar.

The beauty of SW comes in the ease of rotation in my opinion. Make sure you keep hitting at wills in between encounters. PoP should remain up always. And then you get to spam you encounters as the come up.

Closing

Now you have a Templock load out that you do not have to spend 20 mins tweaking to be useful in a dungeon. Simply swap at a fire and swap back when you want to.

Credit to Fernu for an amazing HB Fury Build.

Mod 11b PVP HB Fury Warlock

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Hello Everyone!

If you’re here I assume you’re interested in how to better your PVP Warlocking ways, or maybe just to figure out how we work to better combat us. I wasn’t planning on doing one of these but I’ve been asked for my build so much I figured it was time. I hope this helps some SWs who are struggling to break into PVP, I know it can be a painful journey but once you get over the hump it’s so much fun. So let’s get started shall we?

Why run this build?

I set up this build for two reasons. First off to combat high burst delivered by GFs and Combat HRs these guys are everywhere on PS. Secondly to provide high sustain damage while surviving the incoming onslaught.

Race Selection

Halfling: 3% Deflect, 10% control resist, +2 DEX/CHA

Arguments can be made for Dragonborn and Tiefling, but in all honesty the pros those races bring to the table don’t compare to the survivability Halflings bring. But if you absolutely can’t stand playing as a Halfling then I’d personally go with Dragonborn. 3% Power/Crit, bonus to incoming heals, +2 INT/CHA.  You trade up 4% Deflect going this route (3% passive and +2 DEX) for marginally more damage.

For your Leveling Stat increases you’re going to dump everything into INT (Increases Resistance Ignored) and CHA (Combat Advantage, Critical Chance)

Paragon

I personally go with Hellbringer, the damage Hellbringer puts out combined with the buff/debuff capability makes this the obvious choice. Soulbinder however is extremely tanky but I feel that it lacks damage, and it doesn’t bring any group utility to the table.

Feat Setup

Heroic:

Energizing Curse 2/5: Extra AP gain is always welcome.

Toughness 3/3: HP is the most important Defensive stat in the current Meta. The more the merrier.

Shadow Fold 5/5: Due to our speed we’re usually the designated runner for protecting nodes. Stamina is a priority to allow us to Shadow Slip for longer.

Empowered Rituals 3/3: More damage means stronger dots, means bigger lifesteals, means happy Warlock.

Determined Casting 4/5: We need to keep casting to keep our DoTs running.

Soul Reaping 3/3: You can’t go wrong with more lifesteal chance.

If you decided to roll up a Human then I would put one of your extra points into Determined Casting, and the remaining two into Blood Pact of Cania.

Paragon:

Fury Tree:

Critical Promise 5/5: Little damage increase when you crit, because of our high CHA we sit at about a 37% chance.

Gatekeeper’s Empowerment 5/5: More damage to your Hellish Rebuke as well as your Gates of Hell.

Helltouched 5/5: when an enemy hit you, you place a debuff on the target allowing you do deal more damage to them. You’re going to get hit A LOT.

Executioner’s Gift 5/5: More damage!

Brutal Curse 5/5: increases the size of the debuff our Curse mechanic provides.

Murderous Flames 5/5: I personally use Killing Flames, so even though this feat isn’t the greatest it’s still extra damage on an already bursty encounter.  If you choose not to run Killing Flames then use Infernal Wrath instead for the DR debuff when lesser curse is applied.

Creeping Death 1/1: The reason we go Fury. Every single tick of Creeping Death can proc Life Steal giving us an almost constant HoT effect on top of the damage.

Damnation:

Relentless Curse 5/5: This has good synergy with my prefered power set up all allows Lesser Curse to always be active.

Power of the Nine Hells 5/5: Our POP is our best friend, we don’t want to leave it. Those GFs though they love to Bull Rush us out, even if your Shadow Slip timing is amazing it will happen.  This feat allows us to keep the POP buff for 5 seconds outside of the circles, as well as increasing the size of the buff we get.

Power Setup

At-wills: Hellish Rebuke, Hand of Blight. Hellish is going to be your main at will, but there are situations where a secondary is needed. I use Hand of Blight as the secondary due to its speed of attack in melee.

Encounters: Hadars Grasp, Killing Flames, Pillar of Power (Alternative Infernal Wrath spec: Swap Killing Flames for Arms of Hadar). I like Hadars Grasp, its great CC, applies Lesser Curse, boosts our damage, and it’s a single target multi-procer for weapon enchants. Killing Flames is our best burst ability and has some great melting capability when combined with Murderous Flames. Finally Pillar of Power, our multi-tool, it’s your home don’t leave it unless you’re forces out. If you choose to go the Infernal Wrath route then Arms of Hadar has a quick cool down and offers us a prone effect.

Regarding Warlocks Bargain, I don’t like this power. The way that it currently works on PS causes extreme amounts of lag in certain circumstances. The lifesteal from it is nice and so is the reflect, but it doesn’t provide any CC and it no longer multi-procs our weapon enchant. This is why I choose to run Hadars Grasp in its place, however if the crazy interactions get fixed I will test with it again.

Dailies: Flames of Phelgatos, Gates of Hell. Flames is your go to when you want to burst someone down, each tick procs Creeping Death and your weapon enchant, It’s also nice for following invisible TRs. Gates of Hells is for AOE situations and provides a nice knock back.

Class Features: No Pity No Mercy, Flames of Empowerment. NPNM turns our Hellish Rebuke into a massive nuke, when combined with the offhand bonus it also applies a DR debuff to the target. Flames places a stacking debuff on the target when we use at wills, causing them to take max 15% additional damage from us. If you feel that you need more defensive stats then swap out Flames for Shadow Walk to increase your Deflect and Life Steal.

Boons:

I won’t bore you with a lengthy write-up on each boon chosen and why. What I will say is with the way I built my character I boon for survivability, this is why in the below screenshots I take a lot of defensive boons over offensive.

Guild: Offensive: Power, Defensive: HP, Utility: Potion Strength, PVP: Wards

Gear Selection

My stat priority here is HP>Deflect>Armor Penetration>Power. You want to be sitting at minimum 200k HP when you’re fully potted up, this will help you survive Shocking Executions and Combat Hunters piercing damage.

Weapon Enchant: Trans Fey touched

Armor Enchant: Trans Shadowclad. Elven also works really well here but I prefer Shadowclad.

Offensive Slots: Vicious Rank 12 (430 power/Armor Penetration)

Defensive Slots: Demonic Rank 12 (1850 HP, 230 Deflect, 230 Life Steal)

Utility Slots: Dark Rank 12 (700 Movement)

Overload Slots: Greater Red Dragon Glyph x2. Running two of these keeps the buff active for an addition 800 Armor Penetration, the damage aspect also procs off anything that can proc our weapon enchants. Since PS players love running Drains, you can’t go wrong slotting stamina and AP Wards here as well.

Weapons: Artifact Powers will be Hellish Rebuke (main hand) and No Pity No Mercy/Control Resist (offhand). Below is the main 3 sets I would recommend.

Mirage Set: This is what I use these guys are a great survival tool and also an amazing sources of damage. They’re also incredibly easy to get as well as refine.

Mastercraft II Set: If your team runs with them then they’re seriously worth looking into, a “5 piece” buff from them is pretty amazing.

Relic Set: It’s hard to get these guys refined to Legendary but they’re still worth mentioning just for the set bonus.

Armor: Here I run a two piece prestige set (Prestige Executioners Helm and Feet). For my chest I run Garb of the Ascended as I like the stats on it and I sit at over 200k HP even when in a group so the 2000 life steal is a nice touch, if you don’t have one I would suggest framing for a Psion Shroud from Prophecy of Madness. For my arms I run Wisely’s Dreaded Dueling Wristguards, these come from the Mysterious Merchant in your strong hold, they have great stats and the Armor Penetration bonus when fighting a single target is amazing! If you can’t get your hands in the Arm piece or if you just don’t like having a lowish tenacity score then you can run with the prestige executioners arms. All for of these pieces are reenforced with Major Armor Penetration Kits.

Undergarments: Greater Everfrost set provides exactly the stats we want and it has a great set bonus. Alternatively you can run Gemmed Exquisite for slightly more offensive stats.

Rings: Here I’m currently running Rosegold Duelists for the power/deflect/tenacity. Once I’m able to I will be upgrading them to the Rubilite counterparts. One other set up to consider is Ring of Impenetrability+5 and a Rosegold Duelist. These and all my PVP accessories are reenforced with Major Regeneration kits.

Artifact Set: Valhalla Set is the way to go, the defensive stats and the set bonus damage reduction are life savers. The Horn also has 1000 Armor Penetration and  4000 HP, since we stack these it’s definitely worth it.

For our remaining three artifacts we’re looking to stack HP, Power, and Armor Penetration. Currently I’m running Oghma’s Token of Free Movement as my Active, Fragmented Key of Stars, and the GWF sigil. Some good alternatives for an Active are Wheel of Elements and Tome of the Ascended. Alternatives for the other two artifacts are Lostmauths Horn of Blasting and Symbol of Earth.

Mount Set Up

It probably goes without saying if you PVP, but you’re going to want to get a Swift Golden Lion for the mount combat power. It’s an amazing survival tool, helps with capping nodes, provides extra damage, and is great for setting up a massive hit.

For my Equip Power I’m currently running Providence from the Lion for the heal proc, but using a Power Mount or an Armor Penetration Mount will work as well for more Offence.

For my Insignias I stack Prosperity, for slots that I can’t get Prosperity for I use either Aggression or Evasion.

On occasion I will swap out Gladiators Guile for Cavalry’s Warning, but I’m not completely sold on that bonus.

Companion Setup For Siege

Not a lot of people run Stronghold Siege but it is a really fun PVP map, Active companions work here so it’s good to have a set up for them just incase you choose to run it. I run the following companions for the Active bonuses.

Owlbear Cub: It’s well-known how this little guy works with Pillar of Power, combine that with our low crit rate in PVP and he’s procing all the time!

Death Slaad: When we use a At-Will we have a chance to add a DoT to our target that stacks four times, the damage is meh but it’s free and we cast a lot of At-Wills

Rust Monster: Stacking damage debuff when you’re hit, it’s PVP you’re going to get hit so why not get hit for less?

Bearcub: More Lifesteal and Lifesteal Severity when he procs, which is very often.

Blacksmith: Chance to reflect damage back at the attacker when you get hit, make them pay for hitting you!!!

Shadow Slip

I just wanted to talk a bit about our Shadow Slip ability. On PS I constantly see Warlocks running in circles draining their stamina bar and leaving the safety of PoP.  We don’t need to move to get the benefit from Shadow Slip, just toggling it on will grant one second of damage immunity followed by a 40% DR buff, if you couple this with the survival stuff from Pillar of Power you’ll see why I don’t want to move.  Enemy players want us to leave the circle, don’t play their game make them play yours!

Consumables

Here is a list of the consumables I pop before going into a premade vs premade match

Heroes Fest: 1000 HP, 186 power

Caprese: 3% Deflect, over 6000 HP

Prime Rib: 1000 power, 5000 HP (highest SH power food you can get)

Elixir of Fate: +1 to all your stats, persists through death

Potion of Heroism: +1 to your primary and secondary stats (CHA, CON, INT), persists through death

Elixir of Corellon’s Blood: 350 power, up to five stacks of 70 power, persists through death.

Wild Storm Elixir: 350 crit chance, 10% crit severity, persists through death

Foe hammers Favor Elixir: 350 deflect, 10% deflect severity, persists through death.

Elixir of Steadfast Devotion: 350 defence, 350 regeneration, persists through death.

Sunlord’s Gift Elixir: 350 recovery, chance to regain 5% AP over 20 seconds, persists through death

Mastercraft Elixir of Force: 1500 power, persists through death.

Invocation Blessing x4: this gives you all 4 available buffs for 150 power/defence, crit chance/deflect, recovery/regeneration, armor penetration/lifesteal

Tymara’s Lucky Coin: random buff

It’s a lot to chug I know but the bonus stats are worth it. When I’m not doing premade vs premade I only eat the food (Caprese and Prime Rib). Here is a screen grab of my stats fully buffed with consumables.

On my Potion bar I run Battle Potion of Superior Restoration, Tymaras Lucky Coin, and Champion’s Battle Horn.

Conclusion

Well I hope this was interesting and that it helps some people out. I would love to see more Warlocks running around Dom, it’s a great class with loads of potential even with all the nerfs it’s received over the past few mods. If people are interested I’ll try to record some game play and share it in here.

Keep up the fight!

-Dandello Rotcloak 14k PVP SW member of Dawn of the Dra

gons Bane

A Guide to A Buffing Templock

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A Bit of Info:

The templock is a rare and amazing build. It is literally built around dealing damage to heal allies and buffs them while doing so. This build doesn’t do max damage because it is more specced into buffing allies and keeping yourself alive. You wont be a DC but you should still help your team massively.

Race:

The absolute best possible races are: Dragonborn and tiefling. Just go for Con and Cha at 18 each. 2 other races worth looking at is Drow and renegade, These both provide a chance at a debuff when attacking(i will switch to one of these when I can.

Feats:

Note: We use energizing curse because we want our daily as often as possible for shepard’s devotion.

At Wills:

For our at will we use Hand of Blight and Hellish rebuke. Hand of Blight is a stacking damage debuff(and we use the mainhand bonus on it). We use Hellish rebuke for a nice bit of damage, and it debuffs the targets Damage by 5% with our feats. Honestly none of the other At-wills compare to these for us.

Class Features:

For Class features I use flames of empowerment (like every hellbringer SW because its amazing), and I use All Consuming curse(for nice DoT that heals). If you have a really bad tank and need to be an off tank try using Warding Curse, and if you are still trying to stack lifesteal you can use Shadow Walk(be very carefull with dark revelry procced because you move at lightspeed).

Encounters:

For our encounters I recomend Pillar of power(must have buff and we have 100% uptime on it), and Fiery Bolt(great AoE). For the last power I use warlocks bargain(heals team when you get hit), but these also work well:  killing flame(amazing damage), Dreadtheft(i personally hate it, but its a nice buff and debuff), Or warlock’s shadow(underrated debuff).

Dailies:

No contest you should be using Hadar and Tyrannical. Hadar is amazing at damage, and tyrannical is great in boss fights with adds(Etos, some CN minibosses, VT boss fight). never let either leave your bar.

Weapons and Artifact set:

For your weapon either use hexweaver(relic weapons), Stronghold set(the best but most expensive), or use Fey(for the AP gain).

For the artifact set orcus is 100% the best, more damage means more healing.

Artifacts:

For artifacts I take a slightly different route from most people, For my main artifact I use a buff artifact(I use lantern of revelation but Wheel of Elements is better). After that I use shard of orcus’ wand(for set bonus). And my final 2 artifacts are Shard of Valendra’s Crown, and Beliah’s Portal Stone. I use these two for the power lifesteal combo.

Gear:

For my helmet I am using Picaroon’s Tricorne, it provides nice stats, however i will be replacing this when i get a Jarl’s Gaze. For the Chest piece you can either run hexweaver or you can run Zulkir’s Dreadnought for power and lifesteal. For the boots and gloves I use Vivified Hexweaver Raid, or the Power Crit combo. For reenforcement kits you should use power or lifesteal for armor and action point gain for rings, neck, and waist.

Companions:

For companions the options are not that big. Overall the best companions are sellsword or conartist(summoned for the debuff).  I personally recomend using air and earth archons(you will always be a full hp, enemies will always not be at full HP).  Siege master is a great companion that gives flat damage increase(its from the zen market). And for the last companion you can use a fire archon, any crit severity companion, any combat advantage companion, a owlbear cub(works amazingly with Pillar of Power). But honestly for my summoned companion I use Priestess of Sehanine Moonbow(from the bahemats champion pack). I use this because it provides a 20% crit chance buff to my whole team and a 20% crit chance debuff to enemies, This helps out teammates who arnt at 100% crit chance, I do however lose damage by using this.

Mounts:

For mounts the list is pretty average: Protector’s camaraderie and friendship, Magistrates patience(the DoT heals our team based on our power, but its pretty small), Shepards devotion(we get our dailies very fast so we have 100% uptime), and for the last one you could use wanderer’s fortune(for more refining stones), however this last slot depends on your needs).

 

The Strats:

The strats are pretty straight forward. start encounter by letting the tank gain aggro, then run behind the boss(with normal trash enemies just stick with the other dps) and place down pillar of power(make sure to hit both enemies and allies with it because it helps with both). Then mark target, hit them with hellish rebuke, and get 4 stacks of hand of blight(for the debuff). After than keep attacking till your cooldowns are up, use your dailies ASAP to buff everyone’s survivability.

 

Dairyzeus’s Please don’t ask me to tank – DPS build

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Disclaimer (Please Read This)

First things first. If you couldn’t tell by the (hopefully viewed as humorous) title this build is not designed to tank. It CAN tank, if you bring along copious amounts of support, but it’s not designed for the tank/support/3 dps group. Ideally you’re aiming to fill a dps slot in a group. This is an end game build (14k IL+) where the goal is to run with either a pally tank sharing aggro with you and an AC, an AC + DO cleric combo, or an AC DC + healer combo. In a perfect world you’ll get a pally tank and double clerics, but I know that often won’t happen. Now that that’s out of the way, on to the fun stuff.

 

Currently up to date for mod 11.5

 

Race:

Top choices are Half-Orc and Dragonborn. Top priority here is +2 Strength as a racial bonus. Since strength is our percent damage increase stat you’ll want as much as you can get. On top of +2 strength Half-Orc and Dragonborn both offer other good racial bonuses. The 5% crit severity from half-orc is a little better than the extra power and crit from dragonborn, but you can’t go wrong either way.

 

Starting Attributes:

As mentioned above you’re looking to maximize strength. The starting roll with the highest strength is 16 (18 counting racial bonus).

As you level you’ll want to put points in strength and charisma (if you’re dragonborn put your extra bonus in CHAR as well). For those that are not aware, combat advantage (assuming you have 100% combat advantage uptime) can be viewed the same as crit severity. The stats are additive if you crit and have combat advantage. Since our marks grant combat advantage you should almost always benefit from combat advantage damage.

The reason I choose combat advantage damage over DEX for armor pen is that it’s easy enough to hit the armor pen cap using your companion and mount insignias. Also, 1 point in DEX = 1% resistance ignored = ~100 armor pen. Getting 100 stats worth out of an attribute point is really pretty bad efficiency.

Armor:

We’re aiming for full power/crit here so the vivified relic raid armor is ideal. You’ll definitely want the 3-piece set for the FBI/MSVA damage boost. There are a couple of options for the 4th piece though.

Jarl’s Gaze – In FBI/MSVA it can net you a large chunk of power as it’s now possible to get to 80% or higher everfrost resist. If you can remain at 100% crit chance while wearing this it’s a great choice.

Survivor’s wraps – These have some interesting implications for us. The final feat in the conqueror tree (reckless attacker) gives us a damage bonus and crit chance on being hit. Unfortunately on some bosses, you just don’t get hit often. Think dragon turtle, druffi, storvald (to a lesser extent if teammates drop ice on you), or the second boss in Spell Plague. Survivor’s wraps can be used to damage yourself and proc reckless attacker. If you use a daily and back up a couple of steps then guard, you can also block the damage from survivor’s wraps and use that to proc the shield warrior’s wrath personal power. Most of the time these tricks are not needed, but they’re good to know. Running these also ensures you only need to run 90% crit chance as you’re guaranteed 10% from reckless attacker. Also know that if you run these, you’ll virtually never have AA on yourself as the wraps will keep it constantly stripped. The damage bonus from reckless attacker is more important, and you’ll still get power from AA through your companion, but you do lose a solid chunk of cleric power share with these.

Artifact Set:

Orcus set hands down. Gives us +2 strength and a great dps boosting set bonus. If you can’t afford orcus, the strength belt + company cloak with strength on it is a decent alternative.

 

Weapon Set:

Maximum personal damage choice would be the relic set. It’s really easy to always trigger the offensive bonus at the start of the fight by using into the frey. If you go this route, you’ll need to make sure you finish your rotation (outlined at the end of the guide) before the 10 seconds for the offense bonus are up.

However, I personally like the Stronghold II set a lot more. Common misconception with these is that the buff only applies to people that have the weapons. In reality, the stronghold weapon bonus will be given to every player in the party regardless of what weapons they use. This makes them a constant 2% bonus for everyone, all the time. Assuming you can use relic perfectly, it’s the better choice, but I feel like in real world scenarios stronghold weapons will give you more damage on average.

Both those weapons are pretty expensive, the best cheaper alternative is aboleth or fey. Aboleth is better, but has a weird bug where it causes enemies to jitter/dance obscuring their attack animations. As someone who will have threat a decent amount of time, you kind of need to see those animations, and so I dislike this set. Fey is a bit less damage than aboleth, and the ap gain is not really needed, but it’s better than having enemies spazzing out.

 

Rings:

All the standard DPS rings work. I’ve always been partial to the rising power/crit underdark rings, but a brutality, or offensive FBI rings are great choices as well. I’d use any of these at the +5 variant over a different choice at +4.

 

Shirt/Pants:

I personally like the bloodstained shirt. Lifesteal is a pretty important stat for staying alive and we don’t get a ton of it when we have all +5 rings. This is a good place to get a large chunk at little cost. If you’re dead set on getting as much power as possible then the warriors gemmed exquisite shirt is the right choice. The warrior’s gemmed pants are about the only good option available. Don’t forget to reinforce both with greater everfrost kits as well.

 

Artifacts:

You’ll need to have the wheel as your active artifact. Nothing out there can beat the wheel’s fire buff for a damage bonus. There are a few tricks to avoiding the clumsiness of the wheel. The biggest tip is to always jump forward, then right after you jump, pop your wheel in mid air. You’ll land directly in the fire bonus. Right after you land, you can cast ITF (or any other skill, or guard) to cancel out the weird waiting animation that wheel has to get right back in the action. Once you get the hang of this you’ll lose virtually no combat time using your wheel. I’ve been using the wheel for so long that I actually lose more combat time from other artifacts.

Stat Artifacts:

you’re locked into using the orcus shard for the set bonus, no way out of that.

Next I think Eye of the Giant is easily the top choice as it gives 2000 total offensive stats plus HP and defense. It simply gives more useful stats than any other artifact in the game.

Lastly I’d say key of fragmented stars is the best choice, though GWF sigil is close, and all of the standard stuff like Thayan Book, Kessel Sphere, CW sigil, ect… are nearly as good.

 

Enchants:

We’re looking for power and crit so brutals in offense are definitely the way to go.

For defense you can either go for draconic (HP/Defense/Lifesteal) which will offer the best survivability and is my personal choice, or black Ice for extra assassin’s covenant damage even though the deflect from them is largely wasted in the “keeping you alive” category. If you have defense slots on your companion definitely go black ice, as the HP from draconics won’t transfer via bondings.

 

Weapon Enchant:

We’ve basically only got two good options: Vorpal and Feytouched. Vorpal is a higher dps increase, but depending on your crit chance and how much crit severity you’re getting from other places, fey can be better. Fey is also hands down better for pvp if you’re into that. Fey is also a better all around enchantment if you plan to have a tank loadout as it’s damage debuff on enemies is quite useful.

Unfortunately none of the proc based weapon enchants work well for us as we’re a very slow attack/proc based class.

Small exception for lightning. With mass pulls in something like MSP, EToS, or even CN hallways, lightning can do well. I personally don’t find these situations frequent enough to warrant switching weapon enchants mid dungeon though. Especially if you’re with a strong group that smashes through mobs anyways.

 

Armor Enchant:

Short answer: it doesn’t matter.

After trying out a whole bunch of different enchants I never really felt like any made a significant difference. There are a bunch of solid choices though.

Barkshield – really good for hard-hitting mobs. My enchant of choice for places like FBI and MSVA. Does not interfere with relentless attacker as you still get hit, even though you don’t take damage. If you’re using survivor wraps, this enchant is pointless as the wraps will keep your barkshield stripped the entire dungeon.

Soulforged – For situations where barkshield is bad, soulforged is typically good. Covers those “oh shit” moments. Still I find that if I die surrounded by mobs I just revive and die again afterwards.

Negation – Seems good because you’re not at the damage resist cap and you do take a lot of hits (in certain dungeons). However, I find all my missing damage resist is covered by the pallies and clerics I run with. The bonus recovery you get at trans level doesn’t do much as our base recovery is basically nothing. Still, a solid choice as it does help cover one of the short comings of the build (damage resist)

Quite frankly though, none of those enchants made a world of difference. Since they’re all pretty meh, I’ve started using a thunderhead. Not only do I look beautiful, but I sometimes stun mobs too. Some would say I look… Stunning. Sorry not sorry.

 

Boons:

In general I took everything offensive over everything defensive. Can’t seem to get a good pic right now. I’ll update this later when I have one.

 

 

Paragon Path:

We’re going swordmaster. There’s 2 main reasons for this

  1. Weapon Master Strike – simply too good to pass up. It’s got aoe, great damage, and the 30% (capped) debuff for at-wills attached to it is amazing.
  2. . Steel Grace – The 5% crit chance and deflect are solid, but the extra movement speed is amazing. You’ve got to remember with this build you’re not necessarily a “stand there and get pummeled” type of GF. Dodging big hits (think FBI boulders) is a much better tactic, and the speed from steel grace goes a long way towards that.

 

Heroic Feats:

In general we’re just taking offensive feats over defensive feats. The main exception here is armor specialization. We take this over three extra points in action surge because

  1. it’s a great feat. According to the knowledge in this thread armor specialization feat, while the math on it is still a bit unknown it does add a solid amount of damage resist that doesn’t show up on our character sheet. Since we’ll definitely be under the defense cap on this build it’s a great choice
  2. Action surge, while it increase our action point gain, requires guarding. Guarding is something I try to avoid most of the time as every second you’re guarding is a second you’re losing dps.

The other thing to note is that the 1 point in grit is actually kind of important. As you’ll see in the next section, we’re taking a feat that gives us 15% more damage while we have temp hp. This makes any source of temp HP important, even if it’s minuscule like grit. Also, if any DO DCs are wandering by, we love sacred flame for this reason. I know it lowers your damage, but… please? I’d ask the ACs, but I also want blessings of battle 🙂

 

Feats:

Things to note:

  • Take Measure > Improved Vigor. You should definitely have at least 1 point in take measure for the small amount of temp HP every once in a while. It’s perfectly viable to put 1 point in Take Measure and 4 in Improved Vigor though. Honestly both skills are pretty bad and it doesn’t really matter where you put the 4 extra points.
  • Staggering Challenge. You have to take this, and in single target fights you have to use knight’s challenge. If you’re aiming to do dps, knight’s challenge is your greatest tool. 10% extra damage on KC is a must. It also turns griffon’s wrath into our highest burst damage encounter (more on that later).
  • Staying power from the protector tree is another must have. It’s an uncapped debuff which means it’s a straight 10% dps boost to our encounters, and you’ll want to take this into account during combat to maximize your damage.
  • If you’re paying attention you’ll notice that picture is 5 points short. That’s because there are 3 options for those last 5 points, and they all have different merits:
    • Fight On – This build will have practically 0 recovery when completely finished. As such Fight on is a good choice to make up for this weakness. Keep in mind though the goal of this build is to run with pallies and clerics who will reset your cooldowns for you.
    • Crushing Pin – It’s a capped debuff, so loses some value in high debuff groups. You’ll also rarely ever apply this in an AoE situation. Your single target rotation will apply this though, and a 10% debuff on bosses is quite good (assuming you’re not at the cap already)
    • Menacing Impact – 20% more damage for villains menace. The damage on villain’s menace  is pretty low, but it’s the only daily I ever use. In the optimal group, neither crushing pin or fight on matter much, so this the only dps boosting option left for us.

 

Companions:

Summoned companion: Con Artist/Sellsword/Rebel mercenary

The 10% uncapped debuff these get at the rare rank is without a doubt the best thing you can do to lower the amount of time you’re in a dungeon. Sellsword/Rebel Mercenary are better assuming you can get gear for them (due to an extra offense slot), otherwise con artist is pretty easy to gear with rings from FBI/MSVA. Even plus 4’s are solid as you can always use the defensive stats, though in the end you’ll want to ditch them for double offense if you can.

Active companions:

Air Archon – Nearly permanent 5% damage boost. Can’t be beat.

Siege Master – 4% damage boost. Almost as good as air archon.

Earth Archon – with the exception of some phases of Spell Plague Caverns I find I’m either at full health or dead, meaning the up-time on this is pretty good.

There’s a few choices for the last slot – Fire Archon, War Boar, or Erinyes

War boar is really good for single target as you should always have your target hard marked (R1 mark for PS4). It falls off a bit in aoe though as you likely won’t be able to keep up marks with enforced threat on everything, and enforced threat has a target cap of 8, so in large pulls you can’t even mark everything at once.

Erinyes can range anywhere from a 5% dps boost to as low as a 2.5% boost depending on how much crit severity you already have. If you’re running vorpal, popping crit severity food, are a half-orc, etc… then Erinyes probably isn’t the right choice.

I personally dislike fire archons as they lose a lot of damage in groups that have damage boosts at low health. In those groups enemies will drop super quick below half health meaning the fire archons up-time is really low. Since we ourselves use the orcus set and have things like anvil of doom for extra damage as enemies get weaker the uptime on this guy can get pretty bad. You’d have to do the math to be sure, but erinyes should almost always be a better choice.

 

Mount Powers Get a Golden Lion:

If you’re aiming to get a legendary mount, there’s no better choice than the lion. Both the active and equip powers are our BiS.

The only active that’s close is tensor’s. However, when you factor in the cast time on tensor’s, and all the other stuff we have to do at the start of combat trying to work tensor’s in will be a pain in the ass and most likely cause you to miss time your big encounter hit. Not saying it’s impossible to use well, but I don’t think it’s worth the effort and the loss of the equip power from the lion.

Here’s why I like the lion’s equip better than say 4k power. In my ideal world (pally tank, double DC, me and a dps) your power will be through the roof. Can easily reach over 200k. At that point the extra 4k power actually isn’t that much of a dps boost. It’s around 1.6% more damage. At that point the lions equip power (with a few stacks) is a bigger boost. As an added bonus you also get a heal.

The last bonus for us is that you can use the lions combat power to shield your temp HP. ITF gives us temp HP at the start of combat, and if you can get your lion off before an enemy hits you, the shield from your lion will protect your temp HP keeping your 15% damage boost around longer.

If you don’t have access to a legendary lion than any of the 2k or 4k stat boosts will work. Power/Crit > Defense.

Mount Insignia Bonuses:

Gladiator’s Guile: Despite what some people think, moving fast is important (and fun!). A large part of increasing dps is positioning. Extra movement will help you position faster, and allow you to stay in a good position longer before you have to move as you can run away from a red zone quicker. Use it, love it, never leave home without it.

Protector’s Camaraderie and Friendship: Not only do these increase your power, but they also increase your defense. Both of these are things we need, so these are easy choices. The reason we go friendship over a second camaraderie is due to how insignia bonuses and diminishing returns work. Every duplicate bonus after the first is worth 25% of the original. This means a second camaraderie would only give you .75% per stack where as the first friendship will give you 1%.

Shepard’s Devotion: not a dps boosting bonus, but the defenses it gives can easily shore up the loss of defenses in our build.

Assassin’s Covenant: a huge boost in power at the cost of our defense and lifesteal (and deflect, whatever). If you’re too scared of losing more defense you can opt for a second camaraderie instead, but it won’t give nearly as much power as this will.

 

 

Skills and Order of Operations

This is so important it gets its own fancy big header. Everything up to this point is just setup. You can be a fully maxed out 17k GF and if you don’t nail your self buffing and timing correctly you’ll still be a very sub par dps. I’m not claiming to be the best at pulling it off every time, but I do know what to do even if my implementation isn’t always flawless.

 

Stuff that never changes:

You will always run weapon master strike and crushing surge for at-wills. There’s a small misconception that WMS is always the best at-will even for single target. Crushing surge will definitely beat out WMS in single target assuming you still use a WMS every once in a while to keep its debuff up.

You will always run villain’s menace and fighters recovery for dailies (I only ever realistically use villains menace though). Fighter’s recovery is good to have on your bar, but I try very very hard to never need it.

You will always run combat superiority. With it feated in the conqueror tree, the dps boost is just too good to give up.

 

Single Target Skills:

Encounters:

  • Knights Challenge
  • ITF
  • Single target DPS encounter of choice

You’ve got three good options for dps encounters Griffon’s, Kneebreaker, and Anvil of DOOOOM.

Which one you should use follows these general rules:

  1. Can you kill your opponent (or end the phase) in three hits of griffon’s? If so, use griffon’s.
    • The triple Griffon’s combo has some truly amazing burst if you time it right (more on that later) It’s easily our hardest hitting encounter, with the downside that if the phase doesn’t end after you use it, you likely won’t get another combo off before the phase ends. To make maximum use of griffon’s you need all 3 charges. Waiting around to get all your charges back is too big of a loss over the other encounter options. This will also trigger crushing pin if you chose to use it.
  2.  Is your opponent below half health? Use Anvil.
    • If your team isn’t giving you enough burst for giffon’s to work, anvil is your best choice provided your opponent is below half health. Note that it’s not worthwhile to use anvil for a whole fight. If you’re in a boss where you can’t realistically switch skills halfway through, run kneebreaker for the whole thing. For stuff like the dragon turtle or Hati though, if you’re not using griffon’s, you should switch halfway through from kneebreaker to anvil.
  3. Griffon’s and Anvil won’t cover the scenario? Use kneebreaker.
    • Just because this is listed last doesn’t mean it’s a bad skill, it just means there are situations where other skills can be better. Kneebreaker does some serious DPS and is our all around best damage skill. On top of its awesome damage, it’s a dot which is really good for lifesteal purposes. This will also trigger crushing pin if you chose to use it.

If you’re running with another GF who’s using ITF, you can simply run 2 of the 3 dps encounters instead of doubling up on ITF.

Personal Powers:

Shield Warriors Wrath is the top choice, especially if you’re using the survivor’s wrap trick to top off the boost nearly instantly. The 20% damage you can gain from this trumps everything else including steel blitz by a large margin.

If you don’t want to bother trying to balance SWW stacks, and the boss doesn’t require you to move around much, steel blitz is the highest dps choice. However, it’s not much of an overall dps boost.

Personally if I don’t feel like using SWW, I just stick with steel grace.

 

Single Target Combat:

It’s all about self buffing, and timing. You’ve got 1 hard-hitting encounter and you’ve got to make it count. Here’s the general idea:

Start the fight with a hard mark – it’s a 20% debuff for you and combat advantage, it’s duration is pretty good too so it should last until you’re ready.

Jump into your wheel and cast ITF to cancel the animation.

Use villain’s menace, if you’ve got survivor’s wraps on, take a step back and block for the shield warrior’s wrath charges as well.

Throw out a couple of weapon master strikes, you’ll need at least 1 for the staying power buff from your feats. Depending on how fast you did the first steps you might need to wait a second for clerics/pallies/cws/whatever to get their buffs/debuffs applied anyways.

Pop on knight’s challenge  and drop the hammer (the hammer is my… dps encounter).

From here on out its crushing surge with a weapon master strike thrown in every once in a while for the debuff until your encounters come off cooldown.

Encounters will likely be a bit out of sync the rest of the fight. Keep ITF up at all times. Ideally you’ll want to try and line up knight’s challenge and you dps encounter, but it’s not always possible. At the very least you should always throw out a WMS for the staying power debuff before your dps encounter.

 

AoE Skills:

Encounters:

  • Enforced Threat
  • ITF
  • Line Breaker Assault

You need enforced threat because it deals excellent damage in an instant large aoe. You also need to maintain some threat so that you can get hit for your reckless attacker stats. The dance of the DPS guardian fighter is knowing how to get hit enough to maximize your damage, while not dying. It’s not an easy thing to master (I’m still learning), but it is important.

I love line breakers assault for a few reasons. First, it’s one of our only skills with any aoe at all and it does decent damage. The biggest reasons though are that it’s a get out of jail free card and a stun. It’s an instant dash in whatever direction you’re targeting, I’ve said it before but I really cannot stress how important positioning is and this skill is a great positioning tool. It’s also got hard cc attached which is very underrated. When there’s 5 trolls in MSP winding up their CC you’ll be glad you have line breaker to interrupt all of them while doing damage. Since most of our damage comes from weapon master strike and enforced threat, the utility of this skill makes it a great addition. Lastly troll bowling in FBI will become your new favorite activity right after Throne sled long jump competitions.

Personal Power:

Steel Grace is pretty much king here. The extra movement speed is way too handy to give up. Again, steel blitz is technically higher damage (not much though), but in reality without the speed to go mob to mob I think you’ll find you fall too far behind to benefit greatly from it.

 

AoE Combat:

Start with a mark on the biggest target followed by villain’s menace if you have it for the extra damage and damage resist. Weapon Master Strike for the staying power debuff on mobs, then an enforced threat. Don’t feel like you have to use line breakers on cool down. It’s often more valuable if you save it for a high impact moment or to save your life with a dodge. After that keep weapon master striking away and only use enforced threat once you put the staying power debuff on a mob.

Not much more to be said here. GFs in general struggle at AoE damage, so don’t be too surprised if you feel you’re lacking here.

 

 

Conclusion

I hope you enjoyed and found some information you were looking for. Please keep in mind there are a LOT of various degrees to which one can spec for dps as a guardian fighter. This, IMO, is the setup for the maximum damage potential at any cost to being a tank. It is simply the play style I found I like the most.

Because of this, this build is not for everyone. There are very good hybrid builds out there that will suit many of your needs and play styles better than this will.

 

Also, sorry for any misspellings or other grammatical errors. This hasn’t gone through much revision. If you point something out I’ll do my best to correct it when I have time.

Guardian Fighter 11-11.5 Swordmaster PVE Builds/Loadouts

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Guardian Fighter Swordmaster

Protector/Tactician/Conqueror

PVE Builds/Loadouts

 

Introduction:

Hello everyone, I am Xenakis (Zen-ah-kees) from The Misfit Toys on Xbox One. This is my first build guide and I hope you enjoy it and find helpful information for your guardian fighter, I am constantly changing and updating things with my build and right now I am pretty happy with where it sits. I’m always looking out for issues/bugs with the character including powers, feats not being triggered appropriately, etc. Some of you may be new to the Guardian Fighter or tanking/supporting in general. One thing that helped me learn this class better when I started was experimenting with my character, and reading multiple builds and learning multiple viewpoints on how to play this character. While I think this guide is packed full of information, variety, and guides you to make the best decision for your play style, I also recommend checking out other builds and talking with other Guardian Fighters. At the time of writing this, the current Mod on Xbox One is Mod 11.5/B which introduced loadouts. This whole guide is going to focus on PVE tanking, however, I do have different builds for solo content as well as PVP, so I will be sharing those with you as well. My explanation of the solo and PVP builds will be less detailed, but know that if you wanted to be a full DPS guardian fighter for instance, you could use the same boons and feats, you would just use different boons and enchantments.  I am going to assume that people reading this guide are either new to the class, or they are using a respec token seeking advice. I will be very thorough in my information so feel free to skip around as needed!

**I will warn you, this guide is BIG. There is a ton of information, and not everyone will need all of it. I hope to include buttons soon so that readers may quickly find what they are looking for. Until then, follow the BOLD.

 

What This Guide Will Accomplish:

This guide is aimed at players who use their Guardian Fighter in the traditional role, as a Tank. The reason for this is that the queuing system only recognizes the Guardian Fighter and the Oathbound Paladin as possible tanks, and so when searching for a group, the group you pick up is going to rely on you to do the job predesignated to you which is to Tank. That means this guide will stack Defense, Deflect, and Maximum Hit Points, while paying close attention to Power and Recovery, and Armor Penetration and Critical Strike will be the last things we look at. With loadouts available in Mod 11.5, it is my goal to provide a means to be even more flexible in the way that a Guardian Fighter can aid the group they are currently running with. I will outline a variety of builds; at least one for each Paragon path within the Guardian Fighter’s Swordmaster Path, as well as an Iron Vanguard Conqueror build. The Conqueror, Protector, and Tactician builds will provide you with higher DPS contribution, higher personal survival, and higher group support respectively. You can choose one of these builds and stick with it, or you can use them as ways to adapt and best support your group, and you’ll learn how to make those decisions. If your goal is to maximize your effectiveness in PVE group and solo play, then please keep reading.

**You get 2 loadouts outs for free at level 70. One is the original and the second is a first load out. I am outlining more than two loadouts. For characters that have been around for a while. I recommend using one of the Conqueror builds for solo content, and the Tactician build for group content. If you would like to purchase more loadouts, they make you more flexible to aid the group you are in but are not necessary.

**It is my goal to eventually update this guide to include more of a full-blown DPS build, as well as a PVP build. These are builds that I am currently using, but am not quite ready to share as I am still testing them.

 

LOADOUTS:

In the current Mod 11.5, loadouts were introduced. Here is a little bit of confirmation about what loadouts will and will not do for you. Loadouts will allow you to switch Paragon Paths and Feat tracks, including all the points spent there. You can reassign where your ability score points go but you CAN’T reroll you ability scores. For those wanting to do a little bit of everything in the game and with builds, you will want to roll a race and ability scores that are relatively universal. Loadouts will let you completely reassign power points. You can switch all gear and artifacts, but enchantments MUST stay with the gear. If you want to run a Frost enchantment in your PVE weapons, you can’t map that weapon to PVP with a fey touched enchantment. You need a separate weapon set and enchantment, or you need to spend gold to move enchantments around, Loadouts will not adjust companions or mounts and insignia bonuses. If you really wanted to get the most out of a DPS build versus tank build, those things would need to be adjusted manually. Loadouts can only be switched at the camp fire and additional loadouts currently cost 500 Zen each.

Race:

To start off, in my opinion and in what I see other guardian fighters using, the Best in Slot (BiS) choice for race is the Human (more on this in a minute). However, I also think that if one wanted, the Dwarf and Halfling could be viable, as well as Dragonborn. Dragonborn is a paid pack from the Zen Market so that may eliminate that option for most readers. Let’s break down what’s good about these races and why they are viable for a Guardian Fighter. Up until Mod 11.5 I ran a human and never regretted it. I am currently using dragon born because I wanted to test it and a loss of 3% Defense and 3 heroic points at this point in my character development wasn’t a huge loss.

Human:
  • Versatile Defense- This race has an extra 3% Damage Resistance (DR) than other races.
  • Heroic Effort- You are granted 3 additional Heroic points to use in their Heroic Feats.
  • You get +2 to any Ability Score

The Guardian Fighter first and foremost is a Tank. When you cue for a dungeon, the server picks you up as a tank, even if you are built for DPS. Defense will be one of the first stats that you stack on your character with the goal of reaching 80% DR, which is generally accepted as the cap. Some even say 90% for the newest content, and when Mod 12 hits, your DR may want to be even higher. Having 3 extra points into your heroic feats is something to make any class jealous, it’s the best. More heroic feats means more initial stats on your character.

Dwarf:
  • Stand Your Ground- You have 20% resistance to Knock back and Repel effects.
  • Cast Iron Stomach- You have increased Damage Resistance to Damage over Time (DoT) effects.
  • You get +2 Constitution, AND +2 Strength OR +2 Wisdom

This race has features that are desirable for a tank. My one problem with this race is that the increased stats are not defined. What I mean is that in this game, wording is everything. Sometime you get a buff that is straight forward, like 3% DR (Human). Sometimes you get a CHANCE for something like 10% AP after killing a foe. I don’t like chances, I like guarantees. I would like this option better if the game said just how much DR to DoT you get. This choice is still viable regardless, but maybe you really loved Gimli in Lord of the Rings and that inspires you, If so, be a Dwarf. This would be a great race to use if you mainly play PVP and want extra survivability.

Halfling:
  • Nimble Reaction- Your small stature and quick movements grant 3% chance to Deflect incoming attacks.
  • Bold- Your fearless nature increases your resistance to Control effects by 10%.
  • You get +2 Dexterity, AND +2 Charisma OR +2 Constitution.

This class is great if you want to have higher Deflection chance. Deflection is the art of halving the damage you take when holding your shield up and you successfully block an attack. It’s a great stat to have and this character holds promise for getting it. An increase in Control resistance means that when enemies, push pull, stun, root, or freeze you, you are more resistant. A Guardian Fighter can break out of roots and other similar Control effects by holding their shield up and moving, but not complete stuns. This is another great one if you love PVP, but really any tank could benefit from Deflect and control resist.

Dragonborn:
  • Dragonborn Fury- Your Power and Critical Strike are increased by 3%.
  • Draconic Heritage- You receive 5% more healing from all spells and abilities.
  • You get +2 to ANY TWO stats.

First, as I mentioned previously this race is not a default race, It is a PAID pack on the Zen Market. Even when it went on sale for the holidays it was almost 50 USD. If you have it, like burning a hole in your pocket, or want your character to look like an ugly lizard with legs, is actually some gain here. 5% healing is great for any class, and a tank benefits from this especially. If you are looking to do DPS, or maybe you just want the extra power and crit without having to invest it into your gear/boons/enchantments, then perhaps this race is for you.

Summary:

With many options available, I picked the Human race. I didn’t pick it because that’s what most everyone else does (I’ve seen all of these classes being used). The selling point for me was the extra three heroic feat points, and the initial 3% DR buff was a bonus. With companions, end game gear, BiS enchantments, the need for extra 3% DR may become unnecessary, but the feats with always be great. Your character will always grow and change. I could see myself switching to the Halfling in the future for extra Deflect because Deflect is harder to get on your character. You have many options here, choose your own path for your destined play style. I chose Human and from here on out I’ll show you how my character looks with a Human race.

*I’ve mentioned earlier that I am currently running the dragonborn but I would still recommend Human as the go-to race. I wanted to test having the plus two in two ability scores, and I was WAY over the Damage Resistance cap so I could afford to lose 3% Defense. The Human makes it easier to build feats without regrets, but all of the above are viable.

 

Ability Score:

For the Guardian Fighter, the Primary Ability is Constitution. The Secondary Abilities are Dexterity and Strength. These are the stats you are going to want to role. Since most of you are here for a tank build, you will focus on Constitution and Dexterity. If you’re here for a true DPS build or PVP, run Strength and Dexterity.

Constitution: This stat increases Maximum Hit Points and Action Point Gain.

Dexterity: This stat increases your Resistance Ignored (Armor Penetration) and your Deflection Chance.

Strength: This stat increases your overall damage, Damage over Time Resistance, and Stamina/Guard Gain.

When building a character, particularly a Guardian Fighter, you want to take a look at the big picture and imagine where you get your stats from. Maximum Hit Points become hard to increase because it can be hard to get hit points from sources other than gear. Since that is the case and hit points are critical to surviving big end game Area of Effect attacks (AOEs), you will want to upgrade Constitution. The Action Point Gain is great because it will either increases your survivability or your DPS depending on which Daily Power you use. When choosing between Strength and Dexterity, I look at what I am trying to accomplish with my build. When you roll your ability score, you are going to want to roll 16, 16, 12. The 12 is the secondary stat you aren’t going to level as much. As you level your character, you get to place points in two stats every 10 levels up to level 70. I suggest that you level up two stats all the way and not split the points between your 2 secondary stats. For your solo build, since most solo content isn’t hard with decent gear on, you could actually get strength as high as you can for more damage if you’d really like, though I have not tried this personally.

Depending on your race, you will get additional points to use. Assuming you went with human, put plus two into your main stat. If you’re a tank it’s Constitution, if you’re DPS it’s Strength. If you’re Dragonborn, put plus two into your two main stats. Tanks are Con and Dexterity, DPS are STR and DEX. If you went with dwarf or halfling, those races guide you in your point choice. One is decided for you, the one you choose, only pick Constituion, Strength, or Dexterity.

 

Paragon Path

Swordmaster vs Iron Vanguard

As clearly outlined at the top of this guide, you will be choosing Swordmaster for this build. I’m not going to bash Iron Vanguard, but here is the reason for picking Swordmaster. Are you ready for it? Weapon Master’s Strike. This weapon swing has a HUGE AOE sword swing. It swings twice as fast as a Great Weapon Fighter’s copy of the move, it is really good at spreading your weapon enchantment, and enemies that have shields get damaged by it due to it’s “back stab” mechanic. This is a huge selling point right here. If you needed a reason to be a Swordmaster, that is it in a nut shell.

**Swordmaster is preferred in PVE, particularly when tanking because of Weapon Master Strike’s mob clearing abilities alone. If you want to run Iron Vanguard, your option for your main at-will is Cleave. Cleave has the added animation of your character taking steps forward and swingy wildly. Weapon’s Master’s Strike you sit still and swing. Cleave can be very annoying and difficult to use when trying to reach many enemies quickly. Many people use Iron Vanguard for PVP, so if that’s something you’re into, that’s probably what you’d use.

 

Powers:

The powers available to you are defined by the Paragon Path you choose at level 30 (Swordmaster), so it doesn’t matter which build you end up following. I’m going to give you power loadouts to use in different scenarios, These will be the first powers to level 4 and will be the most used. Understanding how your powers work, what kind of buffs/debuffs they do, and when to use them are what makes any class great. You can copy my loadouts and move on or read on and learn why we use these moves. Below are the powers you will want to take to 4 as soon as possible.

 

Solo Powers:
  • RT= Weapon Master’s Strike
  • LT= Tide of Iron
  • Y= Enforced Threat
  • X= Anvil of Doom
  • X= Knee Breaker
  • Y= Griffon’s Wrath
  • X= Knight’s Challenge
  • Y=Bull Charge
  • B= Into The Fray

*I showed where I usually map my powers, but which powers you use will depending on what build you’re in, what area you are in, and what types of enemies you will be fighting.

Knight’s Challenge is used with Griffon’s Wrath, and ONLY used in a Conqueror Build where these powers are buffed together. I use Enforced Threat in low level areas to quickly clean trash mobs. I use Anvil of Doom, Griffon’s Wrath, Knee Breaker, and Bull Charge in harder areas depending on my needs. Knee Breaker slows, Bull Charge throws and prones, and both Anvil of Doom and Griffon’s Wrath are just high damage powers. Into The Fray is always slotted because the builds require temp hp to get most of their damage output.

Group Play Mobs Powers:
  • RT= Weapon Master’s Strike
  • LT= Tide of Iron
  • X= Knight’s Valor
  • Y= Enforced Threat
  • B= Into The Fray
  • Commander’s Strike (Y)

If you are running a lower level dungeon, or your group is at the point where they can do without Into The Fray, you could play around with using Commander’s Strike instead. You’ll still want Enforced Threat as Commander’s Strike requires targets to be marked for it’s bonus.

Group Play Single-Target:
  • RT= Weapon Master’s Strike
  • LT= Tide of Iron
  • X= Knight’s Valor
  • Y= Commander’s Strike
  • B= Into The Fray

Personal Powers: 

  • Enhanced Mark- This Personal Power is a go-to when tanking. Marked targets build increased threat while marked, and you generate 75% more threat when striking them. Threat is the mechanic that enables a tank to pull and hold Aggro. If a tank cannot generate enough threat, enemies will lose interest in you and back hand the crap out of your DPS (P.S. They don’t like when this happens). Leave this on and you should hardly ever have trouble. When fully upgrade, threat generate is increased by 300%.
  • Guarded Assault- A great one to leave on when tanking, the Personal Power reflects 5% of your incoming damage when you block, up to 15% of your Max HP. Reflect 20% damage when fully upgraded.
  • Steel Grace (Swordmaster only)- You become lighter on your feet in combat, increases run speed by 10%, and increase deflection chance and critical chance. 17.5% run speed, 3% Deflection and 3% Critical chance at max.
  • Desperate Survival- Increases your Deflection Chance by 3%. When your Hit Points are below 35% your Stamina regenerates 30% faster. 6% Deflection and a 50% Hit Points threshold.
  • Shield Talent- If you are a lower level guardian fighter and are struggling with shield up-time then you can switch to this (probably just during boss fights) to help with your Stamina management. Guarding consumes stamina 5% slower. 20% at max.
  • Combat Superiority- When a foe hits you, you deal 5% additional damage to them and they deal 5% less to you for 8 seconds. 8% Damage increase and deduction and max.

If you are tanking, you ALWAYS use Enforced Threat. Also, using Enforced Threat as an artifact weapon power debuffs the enemies. With Enforced Threat as a tank, use shield talent if you need it, if you don’t use guarded assault, steel grace, or desperate survival. When soloing, I use combat superiority, with either steel grace desperate survival, or guarded assault.

 

Why do we use these powers?
  • Weapon Master’s Strike- This power is supposed to self buff you to make enemies more susceptible to your damage when struck with this power. I’ve heard reports that it doesn’t work properly but when buff caps are readjusted in Mod 12, this will still work. HOWEVER, it is still best because it’s AOE swing is HUGE and the damage is way better than the Cleave alternative.
  • Tide of Iron- This is a single target shield smash that reduce their damage resistance to your attacks and it recovers 10% of your Stamina which means more shield time.
  • Knight’s Valor- This power allows you to shield your allies, temporarily intercepting half of all damage they would have taken, which also BUILDS THREAT based on how much damage you mitigate. Most groups have come to rely on this power because it’s just that good. More importantly, it’s how you’re going to get most of your aggro.
  • Into The Fray- This power gives a straight outgoing damage boost to members in your party. This is the reason everyone wants a GF in their group. Your end game goal is to have 100% ITF up time (get your recovery up).
  • Enforced Threat- This is an AOE soft mark power. This power can mark a whole mob of enemies which not only helps them Aggro onto you, marking enemies helps your allies do more damage to them. This ability also recovers 30% of your Stamina over 8 seconds when fully upgraded. If you’re in really low level areas like Sharandar and Dread Ring, this power can one shot or near-one shot a whole group of enemies leaving them for a quick clean up.
  • Commander’s Strike- This power is a single target debut. When used against a marked target, your allies all do bonus damage on their next encounter power use. Fully upgraded, your buff 40% bonus damage to each ally.
  • Knee Breaker- This power is for solo play/DPS. Besides dealing damage, the affect enemy will be slowed down. This is only slotted when by myself as there are powers with better buffs for group play.
  • Anvil of Doom- This is a hard hitting solo encounter useful for busting through dailies. This move is good in any load out where you need more damage output. I like using this one particularly because even if the game is lagging, I know I struck because you get a nice “anvil strike” sound effect.
  • Villain’s Menace- This is your DPS Daily Power, it buffs your damage output, it makes you immune to disabling effects, and it gives you an additional 20% DR.
  • Fighter’s Recovery- This is your self-heal Daily Power. Fully upgrade, you heal for well over half of the damage you deal. Basically just use Enforced Threat once and you’ll be at full health. This can sometimes be the only reasons a Guardian Fighter stays in the fight.
  • Bull Charge- This power has great physical damage, and it send enemies flying (which is fun) and proves them. This move is nice if you need to make some space between you and say, a storm caller.
  • Griffon’s Wrath- This move has three charges and on top of that it’s one of the hardest hitting encounters anyways. The charges do take a while but they pack a punch. When used with Knight’s Challenge in Conqueror it’s menacing.
  • Knight’s Challenge- This power locks you into 1v1 combat where you and the enemy deal double damage to each other. Using Griffon’s Wrath while in Knight’s Challenge deals insane damage. Knight’s Challenge in a tank scenario can also be used to make any boss your personal pet for a few seconds and reassert your aggro.
Marking enemies:

Make sure that you mark your enemies. as a tank it helps you build threat and keep your group safe from an unexpected clobbering. Your enforced threat is a soft mark you use to grab multiple enemies at once. Your RB (again Xbox) button is your hard mark which you use on the biggest enemy in the room. You can also use your hard mark to correct an defectors attempt to attack your group. With the right active powers and artifact weapon powers, marking targets with even increase the damage enemies take when marked.

 

THE BUILDS:

Please know that when selecting points for a build, you must use a certain amount of points to progress up the trees. I left space to comment on each power even if it wasn’t selected. That way, you know if i picked/didn’t pick a power because it was good/bad or maybe I just need more points to advance to get where we needed (the top of the tree). Each build uses one tree primarily and will often use a few points in the other trees. This will be notated along the way. The Heroic Feats will largely stay the same, however I have noted where some changes could be made. These paths are all assuming you’re are going to be tanking primarily, even if you’re in Conqueror build, so we will be skipping heroic feats that give us DPS stats.

 

Heroic Feats:

Toughness (3)- Increases your Maximum Hit Points by up to 9%. More Hit Points means you can take bigger hits. ‘Nuff said.

Strength Focus (3)- Increases the effectiveness of Strength by up to 15%. We rolled low on Strength so this will help make up for and then some.

Action Surge (4/5)- Gain up to 10% more Action Points from Guardian attacks. More AP means more Fighter’s Recovery. You definitely want this. 1/5 if you aren’t Human.

Shielded Resurgence (0)- When affected by a control power, gain up to 4% of your HP over 10 seconds. Can happen once every 30 seconds. I would like this more if it did more for us, but the cool down is too long for too little HP, but mostly there are better options for our points.

Distracting Shield (0)- When you Guard an attack, your attacker briefly deals up to 5% less damage. Honestly, I just don’t like how it says briefly. It’s a hidden number that leaves a lot to the imagination.

Armor Specialization (3)- Increases the effectiveness of Armor Class and Defense by up to 15%. Armor Class is Damage Resistance as a % on your character and Defense is a number (which simplifies to a % eventually). More static defense on your tank is about as good as it gets.

Grit (0)- Gain up to 3% of your Max HP in Temp HP when you are healed by a player power (40 second cooldown). I am currently built in Protector so I have no use for this. The Conqueror build feeds off of temp hit points for even more damage boost. This could be useful in that build but in Protector and Tactician not so much.

Powerful Attack (5)- Increases the damage of your Encounter and Atwill powers by up to 10%. We as tanks can use extra damage to help us generate threat and pull aggro. This is a nice built in damage buff for us.

Potent Challenge (0)- You generate up to 15% more threat. I used to use this power when I was lower leveled and in place of Enhanced Mark. Enhanced Mark generates more threat overall than this feat so you don’t need points here when running it.

Pin Down (0)- The Prone duration of your powers are increased by up to .3 seconds. We don’t really use prone powers (except in PVP), plus the amount of buff you get for 3 points is insignificant and insulting.

Weapon Mastery (0)- Increases your Critical Chance by up to 3%. If you are in Conqueror build and value having more critical strike you could use this. Since you won’t be DPSing either way, I suggest sticking with power stacking on your character for damage. or put a critical strike enchantment on your companion which could amount to more than 3%. If you do want to go full DPS, you could use this feat.

Ubiquitous Shield (5)- Reduce the damage effects of Combat Advantage against you by up to 25%. As a tank, you’ll often find yourself surrounded. A good tank will “reshuffle” the enemies to have them in front, but one nasty strike in the back could put you in the red. Definitely get this.

 

CONQUEROR BUILD:

Conqueror Tree:

Improved Vigor (0)- When less than 50% health, gain up to 10% more Action Points.

Take Measure (5)- When you are crit, gain Temporary Hit Points equal to up to 5% of your Maximum Hit Points (50 second cooldown).

Wrathful Warrior (5)- When you have Temporary Hit Points you deal up to 15% more damage.

Stunning Flourish (0)- Flourish has up to an extra 5% chance to crit and stuns for up to 2 second on last hit.

**Jagged Blades (0)- When you critically strike a foe they begin bleeding. This bleed lasts 10 seconds, and deals up to 750% of your weapon damage over its duration.

Crushing Shield (5)- Your Shield Slam and Tide of Iron powers now deal 20% more damage.

Cruel Cut Style (0)- Cleave now deals up to 15% more damage.

**Staggering Challenge (5)- Gain up to 20% damage bonus to Griffon’s Wrath when the target has recently been struck by Staggering Challenge empowered Griffon’s Wrath. Additionally, your damage bonus from Knight’s Challenge is increased by up to 10%.

Tactical Superiority (5)- You deal up to 5% more damage and Combat Superiority grants up to an additional 5% damage.

Reckless Attacker (1)- When struck in combat you gain Reckless Attacker. Reckless Attacker increases your damage by 5% and Critical chance by 2%. Reckless attacker lasts 10 seconds and stacks up to 5 times.

**If you’re are going to go full DPS (even though that isn’t really the point of this guide per say), you’ll definitely use Jagged Blades as you’ll have some crit built into you character. Since this build is more for a hybrid tank with heavy damage support, you’ll use Staggering Challenge. If full DPS, you can use Staggering Challenge but expect to die A LOT, or make serious adjustments by using a defense companion for example.

Protector Tree:

Plate Agility (5)- You gain up to 5% chance to Deflect an attack.

Shield Defense (5)- You gain up to 5 AC.

Tactician Tree:

Fight On (5)- Encounter cooldowns reduced by up to 10%.

 

PROTECTOR BUILD:

Protector Tree:

Armor of Bahamut (0)- While Stamina is below 30% of max you take up to 10% less damage from all sources.

Plate Agility (5)- You gain up to 5% chance to Deflect attacks.

Shield Defense (5)- Gain up to 5 AC.

Staying Power (0)- Weapon Master’s Strike now also reduces your targets Mitigation to your Encounter powers by 10%.

Unshakeable Line (5)- Each ally within 20’ of you increases your Stamina Regen by up to 10%.

Devoted Protector (5)- When you block an attack you gain up to 5% increased Deflection Chance for 6 seconds.

Shieldmaster (5)- Guardian drains Stamina up to 10% more slowly.

Brawling Warrior (0)- Knight’s Valor increases your Damage Resistance by up to 5% and Enforced Threat deals an up to an additional 10% damage and threat.

Balanced While Fighter (0)- Your Shield Slam and Aggravating Assault at Wills deal up to 15% additional damage.

Overwhelming Impact (0)- Supremacy of Steel and terrifying Impact now temporarily reduces Damage Resistance by up to 5% on affected targets.

Iron Guard (1)- With every melee hit on an enemy, you reduce its damage by 5%. Maximum 20% damage reduction.

Tactician Tree:

Fight On (5)- Encounter cool downs reduced by up to 10%.

Daunting Challenge (5)- Marked targets now deal up to 10% less damage to your allies, but still deal full damage to you.

Rousing Speech (5)- Allies within 30′ of you gain Action Points up to 5% faster.

TACTICIAN BUILD:

Tactician Tree:

Fight On (5)- Encounter cool downs reduced by up to 10%.

Crushing Pin (0)- Your control Powers cause the target to take up to 10% bonus damage for 3 seconds.

Daunting Challenge (5)- Marked targets now deal up to 10% less damage to your allies, but still deal full damage to you.

Grim Promise (0)- Crescendo reduces the damage your target deals to you by up to 15% for 10 seconds.

Rousing Speech (5)- Allies within 30′ of you gain Action Points up to 5% faster.

United (5)- Allies within 30′ of you take up to 5% less damage.

Inspiring Leader (5)- Into the Fray increases the damage dealt by group members by up to 5%.

Powerful Strike (0)- Lunging Strike provides up to 20% more threat and has up to a 100% chance to interrupt your target. Line Breaker Assault now has its recharge time reduced by up to 1 second for every target hit.

Surging Tide (0)- Tide of Iron’s debuff also reduces the amount of physical damage they deal to you by up to 10%.

Terrifying Menace (0)- Anvil of Doom now has up to a 100% chance to stun the target for 1 second.

Martial Mastery (!)- Taking damage now builds Action Points for yourself and allies within 50′. You gain a bonus to this value based on your Damage Resistance.

Protector Tree:

Plate Agility (5)- You gain up to 5% chance to Deflect attacks.

Shield Defense (5)- Gain up to 5 AC.

Unshakeable Line (5)- Each ally within 20′ of you increases your Stamina Regen by up 10%.

CAMPAIGN BOONS:

I won’t be going into too much detail debating the boons, occasional commentary here and there. The boons are for a tank set up. If you want more DPS stats, just change from Defense to Power when you can, for example. For boons with three points at the end of the tree, while some people will argue that the points are not worth going all into one stat, I think it makes more sense for the tank. On other classes, I may spread the points out to get different pools of stats, but on the tank, only on choice was practical in the two instances this applies to.

 

Elemental Evil:

Unassailable Tide- 300 Defense and 2,000 Maximum Hit Points.

Earth’s Renewal- You gain 400 Regeneration and 2,000 Maximum Hit Points.

Blazing Resilience- You gain 400 Recovery and 2,000 Maximum Hit Points.

Wall of Wind- When taking damage you have a chance to heal up to 24,000 Hit Points over a few seconds. After this effect ends your Recovery is increased by 1,000 for 10 seconds.

 

Sharandar:

Dark Fey Wanderer- You gain 400 Defense.

Fey Elusiveness- You gain 400 Deflect.

Feywilds Fortitude- Your Max HP is increased by 1,600.

Elven Transquility- When being struck by a foe you have a chance to heal yourself for up to 20,000 Hit Points.

Elven Resolve- Your Stamina regenerates 10% faster in Combat.

OR

Fey Thistle- When you Deflect an attack you deal up to 3,000 damage to your attacker.

**If you are Protector or Tactician, you can easily run Fey Thistle and not miss the Stamina Regen. If you’re Conqueror, you may want to consider keep Elven Resolve. Both of these are good in my opinion.

 

The Maze Engine:

Abyssal Regeneration- You gain 400 Incoming Healing Bonus.

You gain 400 combat Advantage Bonus.’

Demonic Endurance- Your Stamina regenerates 10% faster in Combat.

Displace Fate- When below 30% health you gain a shield increasing Damage Resistance by 60%.

 

The Underdark:

Primordial Vitality- You gain 400 Defense and 1600 Maximum Hit Points.

You gain 400 Life Steal and 1,600 Maximum Hit Points.

Drow Ambush Tactics- Combat Advantage damage bonus is increased by 10%

Dwarven Stamina- You now regain Stamina 5% faster.

Abyssal Tenacity- Demon do 5% less damage to you.

 

Dread Ring:

Reliquary Keeper’s Strength- You gain 250 Power and 250 Movement.

Evoker’s Thirst- You gain 400 Life Steal.

Illusion Shimmer- You gain 3% Deflect Chance

OR

Forbidden Piercing- You gain 3% Resistance Ignored (Armor Penetration)

Enraged Regrowth- When taking damage you have a chance to heal up to 20,000 Hit Points over a few seconds. After this effect ends you have 4,000 more Defense for 10 seconds.

Augmented Thayan Bastion- When taking damage you have a chance to generate a shield that absorbs up to 10,000 incoming damage and redirects that damage to a nearby foe. This shield lasts 6 seconds.

**If you are having trouble or anticipate issue gaining Armor Penetration, then go with Forbidden Piercing. I am using Deflect Chance as I have met my Armor Penetration needs.

 

Well of Dragons:

Dragonheart- Grants 1,600 Hit Points.

Dragon’s Shadow- Grants 400 Deflect.

Dragonscale Defense- Grants 400 Defense.

Dragon’s Greed- Grants 400 Life Steal Rating.

Dragon Revival- Grants up to 15% increased Incoming Healing.

OR

Dragon’s Thirst- Grants up to 5% Life Steal.

**Incoming Healing Bonus is the more obvious stat to pick, so you can do 3/3 for that boon, or split with life steal. If you’re going for the Lifesteal, I’d do 2/3 with just 1 point in Incoming Healing. This is because one point gets you 10% already, so the extra point in Life Steal will make it more worth while. Tanks don’t really stack life steal in enchantments which is why I went with Incoming Healing; the chance to life steal is too low for me at this point.

***It is not an uncommon debate for people to say that control strength affects how well you can pull aggro. In my experience, powers like enforced threat won’t benefit from control strength because it does not knock, stun, prone, or root. If you want to put one point into each incoming healing, life steal, and control strength, you wouldn’t have much to lose in doing so.

 

Icewind Dale:

Weathering The Storm- You gain 400 AOE Resist.

Refreshing Chill- You gain 400 Stamina Gain.

Rapid Thaw- You gain 400 Recovery.

Cold Shoulder- When damaged by a foe you have a chance to proc Cold Shoulder on them, which will reduce the damage of their next attack by up to 2,000.

Avalanche- When damaged by a foe chance to gain a stack of Avalanche. at 20 stacks, taking damage will clear the stacks and deal up to 15,000 damage to nearby targets.

 

Sea of Moving Ice:

Frosty Demeanor- You gain 2% Control Resistance and 1,000 Maximum Hit Points.

Hardy Constitution- You gain 400 Stamina Gain and 2% Everfrost Damage Resistance.

Chill Determination- You gain up to 2,000 Recovery based on how much Stamina or guard you are missing.

Glacial Strength- Your Max HP is increased by 3,200 and 2% Everfrost Damage Resistance.

Frozen Reflection (3)- When you Deflect an attack you deal 7,000 damage to your attacker.

 

The Cloaked Ascendancy:

Aura of Hope- When you kill an enemy you have a chance to emit an Aura of Hope that boosts  AP gain for all allies within 25 feet for 10 seconds.

Healing Heat- You gain 2% Incoming Heal Bonus and 1,000 Maximum Hit Points.

Soothing Zephyr- You gain 500 Recovery and 2,000 Maximum Hit Points.

Planar Vitality- When you Deflect an attack you regain up to 8,000 Hit Points.

 

GUILD BOONS:

Guild Boons are in four categories: Offense, Defense, Utility, and PVP. I will not be discussing the PVP boons at this time.

Power:

For a Guardian Fighter tank, I don’t really like putting stacks like armor penetration on my companion. Armor penetration will determine how effective you power and damage are to enemies shields. The current cap is 60%, and in Mod 12 it’ll be going up to about 80%. For just tanking, I haven’t found armor penetration to affect my ability to hold aggro but many players will swear that they can’t hold aggro without good armor pen. This is a personal choice, but I’d say definitely go armor penetration if you’re needing the resistance ignored in a conqueror/solo build. I personally run Power boon unless I am running PVP. I don’t need the Armor Penetration boon in solo play because I have a separate companion for “DPS.”

Defense:

I would use either Defense or Hit Points. Defense is likely what’s available in most guilds, so that will be your go-to boon. If you have the option of using the Hit Points boon, you can get a Maximum of 36,000 HP when fully upgraded. I would want to keep my guardian fighter above 200,000 hp out of party at the minimum for end game. I am currently around 250,000 out of party with the HP boon on, and close to 300,000 when in a party with all VIP members and potions consumed. I would use the Defense boon until your HP boon at least 20,000+ HP. Also, if you switch to HP and your damage resistance is below 50%, I would consider still running the Defense boon. It will all depend on how far along your companion is and if your companion dies often. If your companion is death prone, I wouldn’t trust having a base 50% DR.

Utility:

Honestly, this is preference but here are my opinions. For those that have access, consider using the Revive Sickness Boon. This can be super helpful in activities like MSVA if you happen to go down. When fully ranked up, revive sickness only lasts 30 seconds. This can be a make or break for you since everyone’s survival depends on you being on your feat and taking the hits. I only use that boon in activities where going down is commonplace. Otherwise, I like using EXP because I haven’t maxed my Power Points yet and I’m determined to not craft them through the Sharandar campaign. I don’t need the points that bad and it’s not a good use of my resources. If you don’t need the power points, or don’t think the chance at AD is good enough, I’d use Gold Bonus. If you’re donating regularly to your Guild, you may be crafting donation vouchers through your campaign windows. It costs me 5 gold every day to craft just one voucher. I get about 5 gold on average across my characters daily but the boon will help make sure you stay positive and are always refilling what you spend.

 

Gear:

Armor:

As far as gear is concerned, work with what you have available to you, but here are three gear sets that can assist you at different points with your character. If all you can get your hands on is Drowcraft at first, that is totally fine. All Dragonflight is not a bad set either, just because it’s base stats are all higher than Drowcraft and Dusk. Just look for stats that you need. If you’re surviving alright, go ahead and look for Power, but I’ll almost always pick an armor piece with Defense. The more end game your gear gets, some stats such as Armor Pen become less popular. Keep an eye on your Armor Pen as you are switching gear around. Again, I use my Guild Armor Pen Boon to make up the deficit, but you may need to get it from enchantments or another source as the gear likely won’t have it. If you want to look at these pieces of gear in depth and see all of the stats, you can view the under the Collections tab after selecting start.

*If you are not in a guild (join one), but if you aren’t your first set of gear can be alliance gear or elven gear. Honestly, it doesn’t matter too much. Pick Defensive stats when choosing which set. Neither of the gear sets are ones that you’ll likely keep for long enough to make a big deal about it.

**Come Mod 12, the Relic gear is going to be available for purchase. They will need restored but you can buy the lanolin with seals as well. This also means that alliance gear and elven gear will no longer be available. When this is the case, you may as well go full ward gear. Until this actually happens, you can use the progression below based on what gear you have available to you.

 

Mod 11.5 brings the option of buying company gear which costs guild marks. These are the pieces I would use.

Company Raid Helm
Company Raid Chest
Company Ward Arms
Company Ward Boots

While this gear is more accessible because it only takes guild marks and not successful dragonflight runs, this set may be appealing. However, the downside is that this armor has no set bonus. This is why this set is sub par to the dragonflight gear; however it is a great starter set.

 

Dusk Ward Helm (Tarmalune Trade House)
Dragonflight Ward Chest (Stronghold)
Dusk Ward Arms (Tarmalune Trade House)
Dragonflight Ward Boots (Stronghold)

Dragonflight doesn’t have a set bonus worth having past 2-set, and Dusk has a great 2-set bonus so a great compromise is splitting the set. With 2-set Dusk, you gain 5,000 Max HP, 1,000 Power, and 1,000 Defense when in a group. For lower level tanks, this bonus is great and is the set I am currently running. All pieces of gear give you Defense and Deflection which was the purpose for these get choices. If you don’t have access to Dusk gear (trade bars), then a full set of Dragonflight gear is viable, and still an upgrade from Company gear. If you go all Dragonflight at some point, use the Raid Helm and Ward Arms.

 

Vivified Raid Helm (FBI/MSP)
Vivified Raid Chest (FBI/MSP)
Vivified Ward Arms (FBI/MSP)
Vivified Ward Boots (Bryn Shander T3 Heroics)

For some, this gear set may be BiS. The Ward Helm and Ward Chest in this set have regeneration instead of deflection which I don’t like, so if you run a full Vivified set, I would favor using Ward Arms and Ward Boots for Defense and Deflection, and Raid Helm and Raid Chest for the large amount of Power and Critical Strike it offers. Regardless of build, I’d take the Power-Crit-Defense from the two raid pieces over Crit-Defense-Regeneration.

As stated earlier, in Mod 12 the previous set will be entry level gear which is great for newer players. For a true tank, I prefer this last set over all the rest, but you would feel confident playing end game content in either the previous gear set or this last set which is my personal preference.

The Blackthorn (Malabog’s Castle)
Vivified Ward Arms (FBI/Spellplague)
Deepknight’s Brigandine (Throne of the Dwarves Gods)
Vivified Ward Boots (Bryn Shander Heroic)

To me, this is BiS for anyone that is tanking because you get the most bang for your buck. The Blackthorn is Max HP, Defense, and Deflection. The numbers are very competitive with Vivified because there is no Deflection on the Vivified Helms. The Deepknight’s Brigandine and The Blackthorn both take time and keys to get, but honestly have a higher drop rate (in my experience) than any of the Vivified Gear. This is the chest piece that has 50,000 Max HP, which you really can’t make up for with any other gear combination. I did the math, and this set does have a few thousand more Max HP than running the Dusk with the 5,000 Max HP set bonus. So if you’re lucky enough to get the helmet and the chest piece, this is a good way to for HP as well. The arms and boots are the best that we have available to us at this time for tank stats. They do take a long time to farm. If you have the helmet and chest, you can run Dusk arms and boots for the set bonus until you get Vivified gear, or run Dragonflight for the higher base stats.

For armor kits, know that they are cheaper to craft yourself (100,000 Ad plus resources) and will often cost much more on the Auction House. Since kits can get expensive, I’d only use them on gear you think you will keep (for a while at least) and I would spring for the Major kits which grant 200 for all stats except Max HP (800). I would run Defense unless you’re at max DR, then I would run Max HP. If you really aren’t buying into stacking HP at this point, you could stack Deflect. Even if you’re Conqueror, I wouldn’t do Power because your group can always buff your Power. Invest in the stats that don’t share.

Rings:

In your ring slots, the best rings to use are Rising Defense and Rising Deflect Underdark rings, or Mod 10.5-11 Ostorian Rings with Defense and Deflection. You should can use a dragon flight or Drowcraft ring until you get access to the Underdark rings. The rising rings give you stats over time, and there are sudden rings that give you 4000 stats for 8 seconds with a 30 second cool down. I used to use the sudden rings, but then switch to rising rings as the stats are more consistent. You end up get a more accurate experience of where your character is at developmentally. The movement currently in the game is moving away from the Underdark rings and favoring static stats, so the Ostorian rings do just that. Your goal should be to build our character so you’re using (almost any) rings with double defense slots so you can polish your character off with more Defense, Deflection, and Hit Points as needed. Offense/Defense rings could still be viable in end game if you’re having trouble getting recovery and you aren’t getting enough from your other Offense slots.

Clothes:

Drowcraft clothes will likely be your first set of shirt and pants. The second set that is popular to acquire was the Gemmed Exquisite shirt and pants because it has enchantment slots and the IL is higher. The third set to consider currently is the Frostborn shirt and pants available from the Storm King Thunder campaign store. The reason for this is that even though the ever frost resist is a stat that is situational, the difference in stats and numbers between shirts and pants is very small, so you may as well use the frost set and get the extra protection. You can reinforce any shirt and pants with the greater ever frost resistance kits and get an extra 10% resistance total. The Frostborn set has a bonus that grants you deflect damage when your deflect stat is higher than life steal, so you can’t go wrong with that.

Artifacts:

What artifacts I run depend on the build I am running. Since I have had time to refine extra artifacts, it gave me the opportunity to really help customize my stats for each loadout.

Protector Artifacts:

Forgehammer of Gond (active)
Oghma’s Token of Free Movement
Sigil of the Guardian (Gond is expensive so this can be active if needed)
Waters of Elah’Zad or Aurora’s Whole Realm Catalogue (depending on your stats) (swap for Horn if running that set)

I use this set because my Protector build is for two instances: you’re knew to the class and need extra help since your stats aren’t where they need to be yet or, you got stuck running MSVA with a really bad group, and maybe there is no Anointed Army, or someone keeps standing in the ice DoTs with Knight’s Valor on them, or the manticores glitch and they’re nailing you at the same time Storvald is (believe me it’s all happened). These artifacts provide more protection in stats and in active bonus than any of my other artifact configurations, and if you’re not confident running in Tactician which has less protection in feats, then these artifacts will help you feel very comfortable in Protector.

 

Tactician Artifacts:

Champion’s Banner (active)
Heart of the White Dragon
Waters of Elah’Zad or Aurora’s Whole Realm Catalogue ( I use Catalogue as I hit Max DR easily)
Wheel of Elements

I use the artifacts because they all (except the set bonus artifacts) have one thing in common: Maximum Hit Points. You can use the Protector artifacts as well with no problem, however it’s be a goal of sorts to me to try and reach 300,000 hit points. These artifacts help you do it because you get 12,000 from the three artifacts, plus 10,000 from the greater set bonus. Whether or not you’re in Tactician or Protector, you should use more Defense artifacts until you hit Max DR easily. This is my go-to now because i’m at end game with my stats. Feel free to mix and match artifacts but this is what my load outs use.

 

Conqueror Artifacts:

Wheel of Elements (active)
Thayan Book of the Dead
Shard of Orcus Wand
Lantern of Revelation

 

I went with this configuration not to pose so much as DPS, but when I’m doing dailies I can get almost half of my armor penetration from artifacts and ability score, then get the other half from my con artist. This safes me from using the armor penetration boon which puts me WAY over on resistance ignored. I use the Orcus set as I am still testing a full DPS build. However, recommendation to you when using Conqueror as a support for dungeon groups with low damage output would be to run the greater set since the lantern will get you the 10,000 HP, and the use the Sigil of the Guardian or Oghma’s Token in place of Shard of Orcus Wand to help give you more survivability. If you have the means to complete the Orcus set, you can take full advantage of it without sacrificing tankability as long as you still use your tank companion and you’re still booned and geared defensively.

 

 

 

Artifact Sets:

There are 3 options to consider here.

1. Don’t use a set, and instead pick the artifacts you like best, use the Greater Lathander’s Cloak (Neck) and the Greater Plated Band of Constitution (Belt).
2. Horn of Valhalla Set-
3. Mod 11.5 Cragmire Set

I used to use the Valhalla set until Mod 11.5 came, and that’s where I switched to the Cragmire set. The Valhalla and the Cragmire set are both fairly affordable, but I prefer the Cragmire set because of the straight stats set bonus, and also because the valhalla set is almost irrelevant in PVE when you’re at the max DR. Theoretically, your enemies will still hit you lighter as pre-mitigated (before defense and deflect) damage, but I now see this set more as something you’d use in PVP to get the upper hand on your opponent. You can do a broken set which honestly, your best bet is going to go 2/3 Cragmire set and just skipping the artifacts. The Greater Plated Band of Constitution is the absolute best, and the Cloak of the Protector is at least one of our best option for neck gear, so at least running those two will get you a set bonus netting you 500 extra Defense, and then you can use the four artifacts that work set for you without working around a set bonus.

Weapons:

There are many end game weapons out now, but many of them may be inaccessible for a while. My recommendation, especially if you are new is to still use the weapon set you get from elemental evil, and you can refine that up because eventually you’ll dump it into your new weapons. You can also craft the drowned set in Weaponsmithing Rank 25 which is more appropriate for the Guardian Fighter if that’s available. Skip the Twisted Set because we aren’t DPS and there are better weapons available. Mod 10.5, there is the Relic Weapon Set and the 4 Cloaked Ascendancy Weapons. Mod 11.5 introduced the newly leveled Stronghold Weapons as well. There are lots of options here based on what you want to grind and what you can afford. The River District offers the Lifeforge set which has a nice set bonus for tanked, or if you like having a more damage output-type weapon, you can do the Aboleth set. Aboleth is designed for DPS but purposefully designed to be inferior to the Relic Weapon Set. Getting end game weapons is the new game and it’s super grindy, expensive, and at times it may not seem worth it. The Stronghold sets will be very good, but the allure to those sets only realizes itself when multiple people have the weapons. The more people in the group that have the weapons, the better the effects. Since the Stronghold Weapons include PVP, they will be THE hardest set to acquire for most, so for that reason it’s not really accessible.

For a PVE tank, you will obviously start with your first set which is the elemental set. From the point I recommend the following:

Use the Drown set until you are strong enough to clear the River District dailies.

Farm the River District for the Lifeforged weapons. You could use Fey as well for more dailies but I think the life forged is more appropriate.

I actually use the Relic Weapons as they have the potential to be consistently great whether I’m trying to to more damage in dailies in dungeons, or get more defense. This weapon set has an offense and defense bonus but it takes practice and skill to pop the correct bonus at the correct time. For me this was the whole reason for using the set, but for others this would not only be a nuisance getting the power bonus when you need defense for example, but this set still costs tons of AD or lots of farming to restore, and you can’t get them to legendary easily because marks are still super rare in MSVA. I did it but would recommend the River District weapons as a great AND hassle free alternative.

Enchantments:

Whatever stats you cannot get from your boons, artifacts, weapons, gear, and your mount you will need to supplement with enchantments. A few things about enchantments are that there are single, double, and triple stat enchantments. It is difficult to advise one on which enchantments are best for their character is it is all fine tuning. Because enchantments are expensive to refine or purchase, I suggest the following.

Eventually, you will probably want Cruel enchantments in all of your offense slots. My character has a 4,000 Recovery mount bonus but if I didn’t have it I’d be low on Recovery. I currently use all Radiants in my offense but am slowly upgrading to Cruels. However, it may be easier for you to use Silveries for Recovery and then fill the rest of your offense with Power once you’re satisfied with the recovery you have. I have almost 8,000 Recovery and I’m fairly pleased with that amount. I have (what appears to be) 100% Fray up time which is the goal. I will have to test and edit to see just how much recharge bonus is needed for that.

In Defense, you will want azures until your character and companion are stronger, and you’re at around 60% DR out of combat. at that point you can put Silveries into your character. Once you are getting lots of Defense and Deflect off of your companion, you can do two things: you can run all Cruels in Defense for Defense and Deflection, or you can run Radiants for Max HP. Another option is the Wicked Enchantment which is HP and Deflect since you Defense will be maxed way before your Deflection will be. Once you feel you’ve outgrown single stat enchantments, you’ll just have to inspect your character and see what change would be the most beneficial, which all depend on what gear you’ve had available to you. I currently am running mostly silveries, but will likely switch to Wicked down the road as I afford the upgrades.

Utility: Really this is a personal preference, but I don’t use dragon hoard because we have wanderer’s fortune available. I use 1 Quartermaster just to get the bags to drop (I equip more when it’s time to open the bags), I use 1 Fey enchantment for the rank 5 refinement or coffer food, and I run Dark enchantments in all the rest of my utility slots. The reason for this is because as a tank (we can be slow) we have to compete sometimes with (stupid) DPS that run ahead to get the first hit in (I’m looking at you SWs and GWFs). Understand that they do this because typically in Neverwinter, the paingiver board reflects the most HP drained from enemies and not the actual numbers that pop. So basically top DPS between two similarly strong characters is the difference between getting the first hit in. Knowing this, movement is critical for getting to the fight first or at least close enough to wear you can enforced threat and pull aggro off whoever ran ahead. Put whatever your heart desires here but movement is best in my opinion.

 

Weapon Enchantment:

I am currently using the Frost enchantment because it currently stacks well in party with other Frost enchantments. This is a safe option that will likely be “in style” for a while. Plaguefire is ok too, however I feel like many clerics still use it and it doesn’t really stack so it’s not a safe bet. Other options are the Lightning enchantment if you’re having trouble pulling groups of mobs and holding aggro (though this enchantment doesn’t do much in boss fights). You could also use the Feytouched enchantment. It has a nice debuff and helps you deal more damage. I bought one for PVP and have been also testing it in dungeons and MSVA and I know in MSVA, Storvald stayed locked onto me much more consistently than with Frost. My top two choices would be Frost and Feytouched, I think either would work here.

Armor Enchantment:

I recommend using a progression of enchantments depending on where your character is developmentally. I would use a negation from the very beginning. When your character is around 50%-60% without a companion, you’re at the point where negation is doing less for you than it’s worth in AD, so at the point I would move on to a Shadowclad. Run the Shadowclad until you can start investing in some defection on your character. Some people will say you only need about 30% deflection in most cases, however I would crank the stat as high as it goes because each time you deflect that’s half the damage you could’ve taken. Once you get over 50% WITH your companion (deflection out of combat isn’t as important) then you could probably retire your Shadowclad. At this point you’re probably close to end game and you have options. None of them are perfect, just because there isn’t much an armor enchantment can do for you when you’re tanking with the best of them. If your character gets this far, you could invest in either an Elven Battle mainly for the Stamina boost, and Briartwine for reflection damage, or a Thunderhead as a debuff. I would eventually like to get the Briartwine form my character, an the only reason i’m not using it is because I can’t afford it yet. Once you have so much deflect, you can’t proc the shadow clad and it becomes useless for anything other than item level. I don’t need more shield time so I’m choosing Briartwine.

COMPANIONS:

When you are building your companion team, there are some basics to know.

1. Bonding runestones are what can make a low level character very effective, and a great character BiS. They share stats from your companion and add them to your own stats. There’s no better runestone in the game for any class or build.

2. Some stats share from your companion to you, and some don’t. Power, Crit, Armor Pen, Recovery, Defense, and Deflection DO share. Maximum Hit Points and Regeneration DO NOT share.

3. You get 5 active companion, one of which is summoned. Only one of them NEEDS to have gear, enchantments, bonding runestones. The summoned companion is the only one that shares stats in combat, ALL active companion share their active bonus at all times.

4. Mod 11.5 gives you gear score for the gear, enchantments, and runestones equipped on your summoned companion, as well as a gear score for the quality of each active companion. This means thats all your companions should be at least Epic quality. Legendary quality should be reserved for the summoned companion only until you have an indispensable income of AD to blow on upgrading each companion to Legendary. Legendary only gives you stats when summoned, and a companion’s active only upgrade to Epic quality, so upgrading all your actives to Legendary will grant and additional 400 gear score, but it comes with no stat gain. Legendary quality grants a bonus much like bonding runestones do, so basically it’s more stat share stacked on top of your bonding stones. In Mod 12, you actually WILL get stats from having all your companions at legendary so it will be worth doing eventually. It is not cheap so choose wisely.

5. Which companions you choose for your actives will really come down to personal preference and how you like to play your character. I will provide my own companion team as well as many alternative suggestions. The summoned companion is a little more cut and dry. You need a good companion that can stay alive, activate bonding stones, and hopefully have some useful powers for combat.
The active companion that you choose should have a couple of features.
1. Great active bonus.
2. 3 Defense rune slots (until you hit max defense, if you’re way over when your bonding stones go off, then you may go 2 D slots and 1 O slot. It becomes personal preference since you’re three equipment slots and their enchantments will cover a lot of stats.
3. Preferably, an attack that can benefit the team. Some companions have terrible damage output and no buffs/debuffs to assist the team. They are an ally in combat that can heal you or fight for you. Checking the powers on your companion is always wise to do if you’re planning on using it as a summoned companion.

I will list the companions that I use, why I use them, and a list of some other options should you fall into a nice loot drop or desire different actives to suit your needs. When listing active bonuses, I always list the buff at Epic quality, as that is the highest the active bonus can be.

1. Dancing Shield (Summoned)- This companion grants 2% Deflect Chance. It’s stat is very desirable for tanks, and it’s single target debuff power is quite nice.
2. Bulette Pup- If you take damage of more than 25% of your Max HP in a single blow, you Heal for 25% of Maximum HP over the next 5 seconds. This effect may only occur once every 60 seconds. This active is great for end game content.
3. Rust Monster- On damage taken, 25% chance to inflict a 5% damage debuff on attacker. Stacks up to 3 times. Great debuff, stacks easier with single target fights.
4. Chicken- On Damage Taken, +40% movement speed and a -10% damage debut on your attacker if you take damage greater than 25% of your Maximum Hit Points in a single blow.
5. Energon- Increases your Max HP by 5%. The further into end game you get, you’ll want to consider taking a look at your Maximum HP and try getting it to a certain level. This active is best if you are stacking HP already. If not, then it will be useful but not as noticeable.

I currently have a Dancing Shield, Bulette Pup, Rust Monster, Energy, and Con Artist at Legendary as my 5 active companions because I tend to use my con artist every day for soloing content and occasionally DPS dungeons in guild runs. When I re-manage my inventory space of guardian fighter to accommodate all the loadouts and gear changes, I will be removing and re-adding the con artist to the summoned list depending on the content I am running. I chose the con artist because I had three Greater Dod rings drop for me on my tank and it was a good way to make use of them.

When your character gets to the point where it is “damn near impossible” to kill, I would switch the Bulette Pup out for the Phase Spider which is what I’m currently working on upgrading. At epic, the phase spider gives you 25% resistance to combat advantage against you. That with Ubiquitous Shield is 50% protection for combat advantage. I used the Bulette Pup until Storvald’s club swing wasn’t activating the power. He used to hit me really hard and so the Bulette Pup was super useful. Once your deflection is high, you can retire the Bulette Pup, or skip it all together and do the Phase Spider from the start.

For those wondering, the con artist in addition to the dod rings just has azures mostly, with one dark for armor penetration. You could go this route to make solo content even easier. I would imagine that when Mod 12 hits and the enemies get very difficult, that a companion like this will become more important to clearing solo content effeciently.

 

COMPANION GEAR:

Before Mod 11, many players used a select few companions as actives because getting gear for their companion was difficult. You gear choices were high level crafting items, Adorable Epic Companion Gear, and Underdark rings were some of the best and mostly hard to get items or they were expensive. This led many people to choose companions based on their equipment slots. Popular ones were ones that used rings as one could use Underdark rings. In Mod 11, the Underdark rings no longer work on companions, and there is the new Illusionist’s Gambit skirmish which drops Ranks 1-5 companion gear much like the Underdark gear was scored. Now, any gear, even difficult to get gear such as sword knots are a lot more accessible. Ranks 1-3 can even be bought on the auction house. The +4 gear is what you’re aiming for. Alliance gear or lower ranked companion gear can suffice until the rank 4 drops for you. The rank for has 2 slots for your stats. Unlike Underdark, +5 gear is not BiS because the plus 5 has an overload slot instead of a second enchantment slot. This may be a mistake, but for now, +4 gear is the best. The gear you use in combination with the amount of Offense or Defense runeslots you have can help compensate for any “holes” in your character’s static stats. If your character is in great shape stats wise and can run your content effectively, then use the companion as a supplement. If you’re using a companion with rings, the Mod 10 Ostorian rings are also a great (and possibly better) option to the IG gear.

I am currently using Adorable Rolls belts in all three slots on my Dancing Shield, with Silveries in all 6 slots. This allows me to hit 90% DR (with HP boon), about 70% Deflection (more if I use Desperate Survival and Steel Grace), and with these stats, your character can take a beating.

SUMMARY:

Since companion gear acquisition is easier now, pick your companion based on the combination of active bonus and powers it has. When you have chosen your active companion and have it geared up, you can visit a test dummy and attack it to see the effects of your bonding runestones. You want to be somewhere private so that you can assure the stats you see are unbuffed by nearby players. If you’re not in a Guild, then the best place to do this testing is in the PVP Hub in Protector’s Enclave. You attack and get your companion swinging, then you can inspect your character sheet and watch the stats go up and down. By doing this when you make adjustments, you’ll see what stats need work still and if you need to swap out enchantments or gear. It is worth noting that I have change my summoned companion a number of times as well as changed my active companions as my needs have changed. You will likely undergo transformations like mine. Here’s an example. I used the Lillend because it had 3 rings slots and healed me; super useful for a weaker tank. I then switch to an Ice Galeb Duhr because I was strong enough to not need the Lillend, and I could handle tanking more enemies. Only problem was I had trouble generating threat. The Ice Galeb Duhr generates its own threat with it’s Taunt power so if you aren’t holding aggro, he will. Plus, it’s a high defense companion and can take a beating on it’s own. Great if Orcus likes to turn around and backhand your DPS randomly. When I didn’t have trouble generating threat (and my Defense was higher so I had less use for the active bonus) I switched to Dancing Shield because I needed more Deflect stat, and also because it has a great single target debuff. What companions you use comes down to need and personal preference.

ADDITIONAL COMPANIONS:

 

The above companions are my preferred companions, however everyone’s budget, loot drops, and preferences are not all the same, so here are some other viable companions (though i’d still recommend the ones above).

Health and Healing Companions:

Iron Golem- 1600 Max HP
Rimefire Golem- 1600 Max HP
Cave Bear- 1600 Max HP
Harper Bard- At blue, 800 Increase to Max Health
Battlefield Medic- 6% incoming Healing
Dedicated Squire- 6% Incoming Healing
Bulette Pup– When you lose 25% of you Max HP in one hit, heal for 25% of your health over 5 seconds. (60 second cool down)
Energon– Increase Max HP by 5%
Silver-Scaled Cleric Disciple- 3% Incoming Healing & 3% Outgoing Healing.
Lillend- On Daily use, heal nearby party members by 2% Max HP.

Buff/Debuff Companions:

Galeb Duhr- Deal up to 10% more damage based on the percentage of damage you have taken. Good for Conqueror.
Ice Caleb Duhr- Increases damage resistance up to 10% based on the percentage of damage you have taken.
Volcanic Galeb Duhr- Deal up to 10% more damage based on the percentage of damage you have taken. Good for a Conqueror.
Chicken– On Damage Taken, +40% movement speed and a -10% damage debut on your attacker if you take damage greater than 25% Maximum Hit Points in a single blow.
Cockatrice- On Damage Taken, +10% chance to root the source of the damage for 6 seconds (3 seconds if target is player).
Blacksmith- On Damage Taken, +15% chance to reflect 10% damage taken. If the same target is hit 4 times it will reflect 3 times the damage taken.
Black Ice Prospector- Summoned Companion: +25% Additional Threat, You: 5% Damage Resistance versus AOE attacks.
Rust Monster– On Damage Taken, +25% chance to inflict a 5% damage debuff on attacker. Stacks up to 3 times.
Dread Warrior- On Damage Taken, +10% chance to become enraged, increasing threat generation by 15%.

Companions with Great Attacks: Summoned

Dancing Shield
Con Artist- Final strike of Wicked Strike shreds 10% of the targets defenses.
Sellsword- Final strike of Wicked Strike shreds 10% of the targets defenses.
Ambush Drake- It’s bite applies a 20% defense duff to it’s target for 3 seconds.
Silver-Scaled Cleric Disciple- This companion heals you with Healing Word which is a HUGE heal.
Harper Bard- This companion has a great critical strike share which can be good for conqueror builds.
Lillend- Handful of great heals including a heal that applies to allies as well.

 

Mounts Bonuses, Powers, and Insignias:

To start, mounts can be pretty expensive. You can get them through Auction House, The Tarmalune Trade House, and through the Zen Market. While it is cheaper in AD to buy the mount you need through the Auction House, there is benefit to buying it through the Zen Market. If you are someone that runs multiple characters or plans on running multiple characters, you can reclaim any and all mounts purchased through the Zen Market. This makes for getting your characters good mount bonus and extra stats fast. I will say each mount that I do have, it’s stat and combat powers if relevant, it’s insignia bonus I use, and then I’ll list insignia bonuses and insignias that I like to use.

My current mounts:

Starfade Stag: Stat- 1,000 Recovery and 1,000 Regeneration, Bonus- Gladiator’s Guile

**Lord’s Armored Polar Bear: Stat- 2,000 Defense, Bonus- Wanderer’s Fortune

**Leopard of Chult: Stat- 2,000 Recovery, Bonus- Artificer’s Persuasion

Tenser’s Disk: Stat- 4,000 Recovery, Combat Power- Increase Power and Movement by 10%, and increases the effects of Strength, Constitution, and Wisdom for 10 seconds with a 60 second cooldown , Bonus- Cavalry’s Warning: When you active a combat power, receive increase Armor Pen, Power, Defense, etc…

Neverwinter Champion’s Charger: No Stat, Bonus- Champion’s Return

Heavy Twilight Nightmare: Stat- 2,000 Power, Bonus- Survivor’s Blessing

 

**I use Wanderer’s Fortunate most of the time, and swap out from the stable with Leopard of Chult to get Artificer’s Persuasion when I need to perform at my best, aka speed runs and end game content.

 

My current bonuses:

When I list the possible mounts, it is not an end-all be-all list. There certainly are mounts that I missed, but the list I provide below is still extensive. Calvary’s Warning is a Legendary Only bonus. For all other bonuses I will list epic mounts as they are much more affordable and they still have 3 slots, providing you the full effect of the bonus. You may find rare or common mounts that have the same bonuses.

The reason I use what I have is because the Survivor’s Blessing and Champion’s Return are the two best heals for my build and proc often. The other heals are good if you need more sources of healing but they proc less and are less effective. Gladiator’s Guile is a must for both keeping up with brash DPS in dungeons and for recovering your stamina when lost. Cavalry’s Warning is an absolute must if you are lucky enough to pull a legendary mount (or buy one). If I didn’t have a legendary mount, I would slot another heal, or I would run artificer’s and wanderer’s full time without ever having to worry about swapping them in and out.

Gladiator’s Guile– When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, gain 15% of your Power and Stamina Gain. (Apparatus of Gond, Dawn Unicorn, Gas Spore, Gorgon, Heavy Giant Spider, Heavy Mystic Nightmare, Lord’s Armored Polar Bear, silverback Bear, Stormraider Clydesdale).

Calvary’s Warning– Whenever you activate a Mount Combat power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical strike, Defense, Deflection, Regeneration, and Life Steal. (Legendary only- Armored Axe Beak, Armored Bulette, Armored Griffin, Beholder Personal Tank, Black Ice Warhorse, Coastal Flail Snail, Runeclad Manticore, Tenser’s Floating Disk, ARCANE WHIRLWIND?

Champion’s Return– Whenever you are reduced to 50% Hit Points, you instantly recover 20% of your Stamina and are healed for 20% of your Maximum Hit Points over 10 seconds, This effect can only occur once every 60 seconds. (Apparatus of Kwalish, Gas Spore, Heavy Mystic Nightmare, Silverback Bear, White Owlbear).

Survivor’s Blessing– Whenever you Deflect an attack, you are healed for 3% of your Maximum Hit Points over 4 seconds. (Black Owlbear, Heavy Howler, Heavy Twilight Nightmare, Medium Adventurer’s Horse, Yeah Hound).

*Wanderer’s Fortune– You have a 4% chance after killing a foe to find a Refining Stone at your feet. (Armored Bear, Bulette, Dawn Unicorn, Elite Shadow Wolf, Griffon, Heavy Giant Spider, Heavy Inferno Nightmare, High Forest Bear).

*Artificer’s Persuasion– Whenever you use an Artifact Power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.

*Currently, I use Wanderer’s Fortune because I still have much upgrading to do on my character. Eventually, I may use Artificer’s Persuasion full time, but right now I have the insignias all set on both mounts and can quickly swap them out (it’s just a matter of remembering to do so).

Other good bonuses:

Oppressor’s Reprieve– Whenever you are Stunned, Knocked, or Immobilized, you are healed for 4% of you Maximum Hit Points over 4 seconds. (Elite Shadow Wolf, Giant Strider (Legacy), Griffon, Heavy Inferno Nightmare).

Warlord’s Inspiration– Your summoned companion does 20% more damage. (Apparatus of Gond, Giant Beetle, Gorgon, Purple Owlbear, Stormraider Clydesdale).

Victim’s Preservation– Whenever you take greater than 35% of your Maximum Hit Points in pre-mitigated damage from a single blow, you are healed for 10% of your Maximum Hit Points over 5 seconds. This effect can occur once every 10 seconds.

Protecter’s Camraderie– Whenever your summoned companion attacks, you gain 3% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.

Shephard’s Devotion– Whenever you use a Daily power, your teammates Defense, Deflection, and Movement are Increased by 5% of your Power for 10 seconds.
I am happy with the mount bonuses that I have. I will switch Protector’s Cameraderie for Victim’s Preservation when I can get my hands on the appropriate mount. If you have a Legendary mount, you need to use Calvary’s Warning to get the most out of your combat power. If you don’t have a legendary mount, I suggest either double up on the Gladiator’s Guile/Wanderer’s Fortune mounts. If you don’t need Wanderer’s Fortune, then slot a mount with Oppressor’s Reprieve. I list other bonus options so that you can make the most of what you have available to you.

Insignias:

In Mod 11.5, the insignias you slot effect your gear score, so upgrading them past green means more than it used to. Epic insignias can be very costly, so how I obtained most of mine were from lockbox drops or drops on the ground. I would first get the minimum required to activate my bonuses, then keep switching out insignias until I get only the stats that I need (Max HP, Defense, Deflect, etc.), and upgrade the quality as they became available. If you had the extra AD laying around, you can buy Epics. The reason I don’t rush to upgrade insignias is because they are the last way to fine tune your character. They are the finishing touches on your stats, not a means to achieving big numbers. So I would wait until your stats are nicely lined out and semi-permanent before investing in expensive insignias. I personally use Prosperity (HP) in every single slot possible, then I filled the each slot I could with Recovery (because I don’t need Defense or Deflect more than Recovery at this point), and then whatever I had left I stacked Armor Pen or Deflection.

 

 

 

Thank you all for reading if you got this far! If you have any questions about the guide, or would like to submit possible correction or suggestions for information you would like to see added, please message me on here and I will try to maintain my inbox.

 

Xenakis

 


Heals_you_Badly dodc build

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so finally decided to make build on here, as people keep asking about it,

so heres a few pics, im not really sure what else i should put in so this is going to be a half arsed build 🙂

im also at 14k+  now

lightfoot theif, main reason i get half decent scores, every crit starts bleed damage.

im actually using a purple con artist at the moment, because i dont have any offensive gear for it, but with my defensive i have mad lifesteal skills 🙂 25% unprocced can stand in front of orcus and take 4 hits before i died,

if yous have ant suggestions on what i should add feel free to leave some suggestions,

Unscathed’s Buff and Bomb Devoted Cleric Build [PVE, Mod 11]

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DC’s have traditionally been lumped into one of two categories: healers or buffers. When it comes to dps, not many consider DC’s to be a viable option. But what if you could heal, buff AND do respectable DPS all without switching gear or loadouts?  Sound too good to be true? It’s definitely not, and in the paragraphs to follow I will explain exactly how I’ve made it work. This build was created from the ground up through theory crafting, countless hours of testing and an embarrassing amount of respec tokens. XD  It took awhile to get it right, but the (almost) final product is solid and insanely fun to play. I’ve been running a lot of dungeons lately and have been asked a lot of questions about my setup as well as requests for the build, so I wanted to make it available for anyone who wants to add a little ‘flare’ to their DC life. So please enjoy, and kindly rate this up if you do!

Before starting, I wanted to mention a few caveats: this build is on the advanced side and is probably not a good choice for beginners. It requires some skill and assumes a solid foundation of play experience. Secondly, this build has a lot of “moving parts”, meaning there are a number of different principles / ideas in it that feed into one another. If one or more of these components is missing, the build will probably not work as intended. For example, this build requires a high critical chance in order to land big numbers in damaging encounters and heals.  Several of the boons used and feats also depend on the ability to crit often, so if the critical chance is too low, the results will be mediocre at best.  This is just one example- I’ll explain this in more detail as we go. So with that said, let’s get to building!

RACE AND ABILITY SCORES: Information on each race and its bonuses are easy to find, so I won’t go into much detail with them here. Personally, I chose my human female for her strikingly good looks.  The 3 additional Heroic Feat points ,+2 to any ability scores and 3% defense boost aren’t too shabby either!

WE BE ROLLIN…. Wisdom is the main attribute for DC’s, while strength and charisma are considered secondary. For THIS build however, STR and CHA are more important than WIS. At level 70 you will want WIS, STR and CHA all above 20, and the stat placement priority from there is: STR >CHA>WIS.  Why? Because we want increased crit chance (STR) and faster recharge speed, action point gain and other goodies! (CHA)

PARAGON PATH: DIVINE ORACLE

  • It’s worth mentioning however, that this build can also be used on AC with a few minor tweaks. Dps output is still good, but the build lacks the “oomph” of a DO.

FEATS: I wish I could say that no retraining tokens were harmed in the making of this build, however many an innocent token were slaughtered as was my wallet, specifically in the feats section. In an attempt to save your tokens and wallets from the same fate, I’ve listed the feats below as well as a brief explanation of my rationale for choosing or not choosing each one.

HEROIC FEATS:

  • Healing Action 5/5: (gain 5% more AP when using a healing ability) Keeps the AP meter filling quickly when in a healing role.
  • Greater Fortune: 1/3 – (Wisdom grants 1% more healing) Honestly, I only put a point here to open the next column. Not very useful in the grand scheme of things.
  • Toughness: 3/3 (increases max HP by 9%) Makes for “less squishy” clerics.
  • Holy Resolve 0/3 (Gain 5-15% of your max HP in temp HP, when you drop below 30% HP) if mobs are pummeling you, this MIGHT buy you one extra second to live. Probably not worth it.
  • Domain Synergy 0/5 (gain 1-5% more recovery) Sounds enticing, but doesn’t add up to much. If your recovery is at 10,000, putting all 5 points here would only raise it to 10,500.
  • Weapon Mastery 3/3 (Increases Critical Chance by 3%) Yes. Critical chance is vital to the build.
  • Initiate of Faith 0/5 (Crit stat is increased from .2 to 1% of your total power) Nice, Crit! Actually, this sounds a lot better than it is. This is for the critical STAT only, and does not increase the crit chance percentage directly. So if you have 30,000 power, this will only raise your critical stat by 300. Pretty anticlimactic.
  • Repurpose Soul 3/3 (when your spell crits, the target of that spell tosses an AOE heal equal to 15% of the spell’s effect) This is nice for secondary healing and works beautifully with a high crit chance. Starting to catch the theme here 🙂 ? It also has synergy with some of the boons we’ll use. (discussed later)
  • Battlewise 0/3 (you create 2-6% less threat) pretty much useless, even with the big numbers you’ll put up.
  • Cleanse 3/3 (when healing an ally you have a 30% chance to remove a DOT from them) This is not exceptionally useful in the lower tier dungeons, but for FBI and beyond it’s really a must have.
  • Templar’s Domain 0/5 (when dealing dmg you have a 5-25% chance to gain 30% more armor pen for 5 seconds) Not a bad choice if you have extra points to burn, or if you don’t need cleanse.
  • Bountiful Fortune 5/5 (gain 15% more divine power) Divinity gain is also a crucial part of this build, so 5 points here is a must!

RIGHTEOUS – PARAGON: I like watching stuff melt, blow up, disintegrate and just get destroyed. Assuming you do too, you’ll want to invest most of your points into this pathway. The few points not placed here have a different destiny.

  • Astral Fury 5/5 (you deal 10% more dmg) Need I say more?
  • Furious Intervention 5/5 (you generate 10% more AP when doing damage) Very useful to keep the AP meter filling quickly.
  • Righteous Suffering 0/5 (if you take dmg, you deal 2-10% more dmg for 10 sec) Not bad, but the points can have a bigger impact elsewhere.
  • Power of the Sun 0/5 (Brand of the Sun reduces targets dmg output and crit chance by 1-5%) Again, not a bad feat, but there’s more effective ways to spend the points.
  • Living Fire 0/5 (whenever you are taken below 30% HP, you deal 5-25% more dmg for 8 seconds) Nice dmg boost, but the conditions you need to meet to activate this are not very practical.
  • Weapons of Light 5/5 (allies within 30’ have their power increased by 10% of your power) We share less power overall as DO’s, but this is still nice to have and is helpful to the party.
  • Bear Your Sins 5/5 (foes under the effect of your DOT take 10% more damage from all sources) This actually works now, and since we are almost always dropping DOT’s this will have close to a 100% uptime.
  • Piercing Light 0/5 (your damaging powers have additional 2-10% armor pen) Also a nice feat, but you can easily get the armor pen elsewhere without spending valuable paragon points.
  • Condemning Gaze 0/5 (dmg encounters add a stack to enemy. After 5 stacks they take 3-15% more dmg from all sources for 15 seconds) This is one feat that I had to sacrifice in order to make the build better overall. It’s a nice feat, but bosses aside, consider that most enemies will die before 5 stacks are accumulated.
  • Fire of the Gods 5/5 (when you crit a foe they take 100% of your weapon damage in fire damage each second for 15 seconds) This is one of those feats that is really amazing with a high critical chance.
  • Avatar of the Divine 1/1 (inc. dmg and cooldown speed by 40% for 25 sec) The crown jewel of the righteous path. Definitely put a point here.

FAITHFUL – PARAGON: The few points that we left out of the righteous path have a special importance here. I mentioned earlier that divinity gain was a key part of this build, and the 5 points put in Gift of the Gods here adds an additional 25% to our divinity gain. Combined with Bountiful Fortune and Divine Fortune that gives us a whopping +60% divinity gain. When running the recommended at will powers, this will fill the divinity meter in 3 hits. This allows for unbelievably fast rotation cycles, which translates into a huge dps boost. Of course this can also be applied to heals 🙂 (bastion of health’s instant cast in divinity mode is really nice) When you consider how all of this is enhanced by our high critical chance, it should give you a good idea of what this build is capable of.

  • Resounding Beliefs 5/5 (NON heal over time powers heal for 10% more) Boosts up the flat heals a bit.
  • Desperate Restoration 0/5 (if you or target is below 30% HP, heal for 6-30% more) Nice bonus, but again the conditions needed to activate this are not very practical.
  • Divine Intervention 5/5 (healing spells have a 25% chance to grant the target 150% of your weapon damage in temp HP) This is a nice but small temporary HP buff that proc’s often.
  • Benefit of Foresight 0/5 (defense from foresight is increased by 1-5%) If you use Foresight with any regularity this may be a better choice than Divine Intervention. The former was more useful for me.
  • Gift of the Gods 5/5 (25% more divine power) This is the sole reason for putting points into the Faithful pathway. Faster divinity gain = faster and more rotation cycles = more dps and healing.

POWERS SELECTION

Powers selection will vary depending on the circumstances. My setups are listed below, but you may want to experiment a bit to see what works best for you.

CLASS FEATURES: Whether soloing or in a party, I almost always run Divine Fortune and Terrifying Insight for its static 20% boost to group damage output. Divine Fortune adds 20% more to our divinity gain for a total of 60%. The utility of running this in dps situations is pretty clear, but it also works amazingly well when in a healing role. As mentioned earlier, the incredibly fast divinity gain allows  for unbelievably fast spamming of heals. Bastion of Health is a nice big heal, but it has a slow animation. In divinity mode it’s instant. Between the speed and the critical chance of the heals, you have to really be trying to make someone die.

Having said that, there are some situations where other combinations of class features are helpful:

  • Light of Divinity + Foresight: Foresight reduces incoming damage by 8% (13% if you have points in Benefit of Foresight) and that bonus can be transferred to party members by way of heals. However, in open spaces where teammates are spread out this can become problematic. Light of divinity applies a heal every 3 seconds that’s divided amongst all allies within 50 feet. This heal activates foresight. Problem solved.
  • Prophetic Action: (adds a shield that protects you (100%) and teammates (25% of max HP) from a single attack every 21 seconds. Can be helpful in various situations (Svardborg, Castle Never, etc)
  • Hastening light (every time you activate a daily power, 4 seconds are subtracted from party’s and your recharge timers) Useful any time you need faster cooldowns.

DAILY POWERS:

  • Hallowed Ground + Divine Armor: I almost always have these slotted when in a party.  Hallowed Ground gives a nice 20% boost to both offense and defense, and divine armor gives a brief temporary HP shield worth 80% of the targets’ HP. Doesn’t last very long, but with good timing this can save a LOT of lives.
  • Hammer of Fate: a damaging knockback attack that can also restore some action points. Good alternative to divine armor when soloing, but has a slow animation time.
  • Guardian of Faith: a knockdown attack with an added heal. I slot this any time I need to cycle through dailies quickly (eg. When running Hastening light) This has a very fast animation time, barely interrupting encounter casting.

AT WILL POWERS:

  • Brand of the Sun + Sacred Flame: I use these because Brand of the Sun is enhanced by my main hand weapon artifact power, and Sacred Flame builds divinity pretty darn fast given its animation time. SF + BotS + SF in quick succession fills the divinity meter in 3 hits.

ENCOUNTER POWERS:

SOLO / PARTY DPS

  • Daunting light, Chains of Blazing Light, Divine Glow OR
  • Daunting light, Forgemaster’s Flame, Divine Glow (for stronger single targets)

PARTY HEALS / DEFENSE / BUFFS

  • Daunting light, Astral Shield, Bastion of Health (heavier heals)
  • Daunting light, Astral Shield, divine glow (lighter heals and more dps)
  • Healing word, Divine Glow, Bastion of Health (Dragonflight heals)

BOSS SPECIFIC SETUPS

  • If you are interested in what I’m running on certain boss fights, please feel free to message me in game.

EXAMPLE ROTATION:

  • An example of my typical dps rotation is as follows: Sacred Flame –> BoTS–> Sacred Flame (fills divinity meter)–>
  • Divinity mode: Daunting light x 3 –> Normal mode: fully empowered Daunting light or Forgemaster’s flame. Rinse and repeat. Toss in Hollowed Ground when able.

BOONS:

  • SHARANDAR
    • Dark Fey Hunter, Fey Precision, Elven Haste, Elven Ferocity, Elvish Fury
  • DREAD RING
    • Conjurer’s Gambit, Evoker’s Thirst, Forbidden Piercing, Enraged Regrowth, Burning Guidance*
    • *Burning guidance gives healing spells a chance to burn enemies near the target for up to 2000 dmg. Works synergistically with Repurpose Soul and other boons for an AOE mess-fest!
  • UNDERDARK
    • Primordial Might, Primordial Focus, Drow Ambush Tactics, Dwarven Stamina, Abyssal Strikes
  • TYRANNY OF DRAGONS
    • Dragon’s Claws, Dragon’s Gaze
  • THE MAZE ENGINE
    • Abyssal Regeneration, Demonic Influence, Demonic Swiftness, Baphomet’s Might
  • ELEMENTAL EVIL
    • Wave of Force, Heart of Stone, Searing Aggression, Gale of Retribution
  • STORM KING’S THUNDER
    • Cold Hearted, Survival Instincts, Chill Determination, Vengeful Heat
  • THE CLOAKED ASCENDANCY
    • Aura of Hope, Fiery Frenzy, Soothing Zephyr, Vision of Beyond

STATS, STATS AND MORE STATS

Gear will vary greatly depending on a person’s time and resources. With this in mind I thought it would be more useful to focus on stat ratios, in order to make better use of what you currently have. You can then make adjustments to stat balances as you acquire new gear. Before we address ratios however, it’s important to understand the role each stat plays in the build.

Power

As Divine Oracle DC’s power is important, but we don’t need to stack crazy amounts of it for power share like Anointed Champions do. We do still have a 10% power share, but the bulk of our buffs come as straight percentage based increases to direct damage. So where AC’s would stack their extra power, we want crit instead.

It’s important to note that power share only seems to count from power that is placed directly on your character. Companions DO NOT appear to power share, so use those Radiant or Brutal enchantments on yourself only and load up your companion with Silvery and Azures.

Recovery

Recovery is another important stat that contributes both to recharge speed and action point gain. Prior to the infamous Anointed Army nerf that turned the entire cleric world upside-down, recovery was arguably one of, if not the most important stat for clerics. It is still important, but for this build it has a more modest role.  Essentially, the goal is to have enough recovery (cooldown reduction) for our encounter powers to be ready for recast at the end of a rotation cycle. It is also nice to have enough recovery for Hollowed Ground’s recast timer to be up just as the previous HG expires, and enough action point gain to have a full AP meter for casting it. Recovery has two components- cooldown reduction and action point gain, and I mentioned them separately because they can be enhanced individually based on what you need, This can also be done without adding points directly to recovery.

  • Cooldowns can be reduced in several ways:
    • Equipping Hastening Light (at 4/4 points -4 seconds to timers when a daily is used)
    • Griffon Mount Equip Bonus (20% reduced cooldown when using an artifact power)
    • INT- adding stat points or gear with this stat reduces cooldowns directly.
  • Action Point Gain can be increased by
    • Selecting action pt gain as an artifact power on your weapon offhand
    • Most artifact neck pieces add 4% to AP gain at legendary
    • Armor enhancement jewels
    • Boons
    • Various companions eg. Sprites

Critical Strike

For most DC builds, crit is considered somewhat of a luxury. IMO it’s an overlooked and under-used stat that typically gets attention only once power and recovery are at the point of diminishing returns.  In this case, it is the glue that holds the build together. You can make the build viable with a critical chance as low as 50%, but to really be effective I recommend aiming for a minimum of 75% once everything is proc’d. Of course, the closer you can get to the cap of 100% the more devastating you’ll become.

Critical Severity

Once you have your critical chance and recovery where you want them, it’s time to add critical severity. This will boost your damage per hit when you land crits.   This racks up the dps pretty quickly. Specific potions, food, companions and boons can contribute both to critical chance and critical severity. Here are a few:

Companions:
Erinyes of Belial (Source: Scourge Warlock Pack, 10% Critical Severity on Epic Quality)
Cambion Magus (Source: Zen Promo, 10% Critical Severity on Epic Quality)
Boar (Source: Zen Market, 3% Critical Severity on Epic Quality)
Dancing Blade (Source: Wondrous Bazaar, 5% Critical Severity on Epic Quality)

Boons
Icewind Dale – Tier 3 (2% Critical Severity)
Tyranny of the Dragon – Tier 5 (8% Critical Severity)
Stronghold – Mercenary Outpost (15% Critical Severity)                                                                                                                      Cloaked Ascendancy: Fiery Frenzy (2% Critical Severity)

STAT RATIOS, STAT CAPS AND THE POINT OF DIMINISHING RETURNS

Finding a harmonious balance between your character’s stats, specifically power, recovery and critical chance, can make a huge difference in performance. That said it can also be tricky, time consuming and take a lot of trial and error (not to mention respect tokens) to get right. I’ve tried to take some of the guesswork out of this step for you by providing effective, well-tested starting ratios for you to fine tune to your liking.

Below 10,000 item level:  2:1:1 Power / Crit / Recovery ratio. For example, if power is 10,000 aim for 5000 recovery and 5000 crit.

10,000 item level and above: Aim for 3:1:1 Power/ Crit / Recovery ratio. For example, Power 30,000, Crit 10,000, Recovery 10,000

  • Everyone has a slightly different play style, so adjust the crit / recovery balance to what works best for you.
  • Keep in mind that the crit chance cap is 100% and the point of diminishing returns on recovery appears to be around 18,000.

Armor Penetration: resistance ignored can also make a difference in your total damage output. Up until recently, the highest amount of damage resistance known in the game was 60%. As such, armor penetration > 60% was thought to be a waste. It’s my understanding that Cryptic will soon be adjusting the top damage resistance to around 80%. When that happens, you’ll want to keep resistance ignored as close to 80% as possible, Keep in mind that DC’s can generally get away with slightly lower amounts of resistance ignored because we have powers that can debuff our enemies defense. I currently run close to 50% resistance ignored and I have not seen any noticeable difference in dps by going above this.

Action point gain stat: returns appear to slow down around 800, and are very diminished past 1200. If you need more action point gain I recommend boosting it by direct percentage gains from specific gear (artifact neck pieces) boons and companions.

 

WEAPONS ARMOR AND ARTIFACTS

Listed is my current gear – this is still a work in progress. I adjust stat ratios as needed whenever I replace a piece of gear.

  • WEAPONS
  • Main Hand: Fey Holy Symbol (legendary) Set bonus: When you use an encounter power you become Fey-Touched, which restores 10% of your AP, as well as increases your Outgoing Damage by 3% and your Outgoing Healing by 6% for 10 seconds.
    • Power 7,622, Critical 1,343, Recovery 1,343
    • Artifact Power: Brand of the Sun (increases damage by BotS by 12%)
    • Weapon Enchantment: Perfect Dread
      • I’ve tested nearly every weapon enchantment, and IMO this is by far the best choice for this build. Adds 75% critical severity to encounter powers, (which we spam incredibly fast) deals necrotic damage at 50% of weapon damage every second for 4 seconds and reduces monster defense by 4%
    • Other Enchantments: Radiant r10, Azure r10 (will transition these to Brutals)
  • Off Hand: Fey Icon (legendary)
    • Power 1,493, Critical 746, Recovery 746
    • Artifact Powers: Terrifying Insight (increases crit severity by 5%); Action Point Gain (+392)
    • Enchantments: offense: Azure r10; defense: Dark r10
  • ARMOR
    • Head: Jarl’s Gaze (I occasionally swap this for Vivified Lighttender’s Raid Coif); Enchantment: Greater Dragon’s Hoard
    • Body: Historian’s Regalia; Enchantments: defense: Dark r10, armor: Lesser Soulforged
    • Arms: Survivor’s Wraps (I occasionally swap this for Vivified Lighttender’s Raid Bracers) Enchantment: Fey Blessing r10
    • Feet: Vivified Lighttender’s Restoration Cuisses; Enchantment: Quartermaster’s r9
    • Ring 1: Ring of Rising Focus +5. Enchants: offense x 2: Silvery r10, Azure r10
    • Ring 2: Ring of Sudden Precision +5. Enchants: offense x 2: Silvery r10, Azure r10.
    • Shirt: Bloodstained Shirt: Enchantment: offense: Radiant r10
    • Trousers: Prelate’s Gemmed Exquisite Elemental Chausses. Enchantment: defense: Dark r10
    • Artifact set: Lostmauth’s Hoard; Set bonus: Do an additional hit for Weapon Damage on a Critical Hit.
  • ARTIFACTS
    • Main: Sigil of the Devoted (mythic)
    • Others: Lantern of Revelation (mythic), Sigil of the Hunter (mythic), Lostmauth’s Horn of Blasting (mythic)

 

COMPANIONS

With the exception of my summoned companion, my companions’ active bonuses strictly support damage output. I am still working on obtaining a Cambion Magus, but at 10 million AD it’s not likely that I’ll buy one. In fact, if I ended up pulling one from a chest I would probably end up selling it. XD

Summoned Companion: Lillend (legendary): Active bonus: On daily use, heal nearby friends 2% of their MaxHP once every 30 seconds.

  • Offense slots x 3: Bonding Runestone r12 x3
  • Ring slots x 3: Bold ring of the companion +4 (2 offense slots: Azure r11 x2), Ostorian Ring of Krig (offense: Silvery r11, defense: Dark r10) Ostorian Ring of Krig (offense: Azure r10, defense: Dark r10)
  • What’s not to like about Lillend? 3 offensive slots and 3 ring slots. Base stats of power, crit and recovery. Active bonus is especially useful on the Hati FBI fight, as it seems to proc cleanse quite often.

Other Active Companions:

  • Owlbear Cub (Epic): if you fail to critically hit, do an additional hit equal to 50% of your power. Less useful as your crit chance gets higher; I plan to replace this once my crit chance reaches 90%.
  • Siege Master (Rare): Deal +3% increased damage. Increased to 7% on Stronghold map
  • Dancing Blade (Epic): +5% Critical Severity
  • Erinyes of Belial (Epic): +10% Critical Severity

 

MOUNT POWERS and INSIGNIA BONUSES

F

Mount powers are a great way to quickly balance out a stat deficiency, or just to give you more ‘oomph’ in a particular situation. When soloing or playing a DPS role, I typically run Ruthless Efficiency for an Equip Power, which gives + 2,000 critical strike. This power can be found on a Rage Drake and several other mounts.. For most other scenarios I use Rapid Recovery, which gives + 2,000 recovery.  If you need faster cooldown timers, Opportunism reduces all cooldowns by 20% when using an artifact power. This can be found on the Griffon mount.  If you need a little extra armor pen, Armor Breaker gives + 2000 armor pen and can be found on the White Tiger and several other mounts.  The mount bonuses listed above are all found on Epic mounts. Legendary mounts provide much higher bonuses and an attack power at a much higher cost.

INSIGNIA BONUSES

  • Another great way to make up for stat deficiencies is through insignias. With the latest mod, it is also a good way to raise item level. Bonuses do stack, however their bonus diminishes with each copy. The photo above shows the bonuses I currently use. I highly recommend Wanderer’s Fortune, but I think the rest should be custom tailored to your own play style, and stat balance.

 

Conclusion

My philosophy when it comes to healing is to use only what is necessary to keep the party alive and strong. While big numbers in healing may look nice on the ending scoreboard, 20 million points in healing is pretty much useless if nobody dies with 5 million. The extra stats that are burnt up by excessive healing can be transformed into dps, a far more useful tactic imo. And once again, a high critical chance raises the efficiency of both damaging encounters AND heals, so the higher the crit the fewer heals we can get away with running. Bottom line, there’s no reason why DC’s can’t do respectable dps AND simultaneously be effective buffers and healers. It can be done, and it’s a lot of fun!

I hope that all of you enjoy this build. Please rate it up if you do.  If you have any questions about anything in the build or anything in general, please feel free to message me in game. I’m always happy to help.

Also, be sure to check out our awesome 5 x DC runs of Castle Never and Fangbreaker Island!

Blues DO DC Build (Healer Build)

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Hello all I’m Blue, I get asked a lot from my guildies and alliance what build I run when running DFs and dungeons with them, so I told em instead of jumping on TeamSpeak and going through everything over and over again like I have done in the past I thought I would make my build available here. So yeah here it is 😛 Note this is a HEALING build and NOT Bis for endgame content, its simply a build to get lower geared players through content with dying 😉

Click below for a better look at the feats I use.

Enchants

Weapon: Feytouched because in a dirty PvPer 😉 but ideally I would want a T.Frost enchant for more debuffs.

Armor: T.Negation again for PvP reasons but you can also go with Soulforge incase the tank drops agro.

In offensive slots I use a mixture of Azure and Silvery, in defensive I use Radiants.

Boons

Now as far as boons go…. I’m not going to post them, why ? Because they are pretty much self explanatory you want the normal Power, Recovery, Crit and HP. As far as useless boons go like life steal and Combat advantage your gonna have to pick some but that’s all up to you as this build really doesn’t need life steal because we’re always at full HP and CA isn’t going to help much with healing now is it.

Rotations

Encounters: Break the spirit, healing word, / Divine glow ( mobs )  P.of Doom( boss fight)
Class Features: Terrifying insight, Light of Divinity ( mobs ) /holy fervor ( boss fight )
Daily: Hallowed Ground, Divine armor.
At-Will: Astral Seal, Brand of the sun

Boss rotation: 1* Astral Seal, 1* Brand of the sun, Hallowed Ground, P.of Doom, 1*healing word, Divine (tab) 3*Bts , Empowered Bts ( this is fully buffed), then 2*healing word. then spam at wills until u get full divinity again and start over again. Use Divine armor to shield your allies from big hits like when Orcus raises his hands ( Note its does not last long so it has to be timed well )

Mob rotation: same rotation but spamming Divine glow in divinity and using divine armor more

Companions

Again all up to you, with mod 12 being released I am going to change up all my companions and get debuffs/damage buffs ones.

 

If you have any questions or simple don’t agree with the build for being a HEALER pm/mail me in game Blue@brothergun or leave a comment.

 

Cheers for reading and game on!

 

 

Enyo’s Master Infiltrator PvE Guides (Mod 12, Sab/Exec)

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Want to check me out in real-time? I’ll likely be streaming over on YouTube – check me out by clicking here!

 

 

 


Introduction

Well, welcome to my PvE build. I'm basically going to tell you everything you're going to want to know about PvE Trickster Rogues. This guide will include what I personally use and suggest for enchantments, companions, mount bonuses, insignia bonuses, powers, feats, boons - and also alternative suggestions for gear you maybe can't obtain or afford yet in the game.

With the recent release of Loadouts, you can actually play both Executioner and Sabotuer in the game without having to respec - this is pretty freakin' awesome. You'll notice the only tabs that specify Executioner and Saboteur are the Feats tab - all the other tabs more or less apply to both builds - the only things that change between the 2 are infact the Feats (in case you were wondering).

Anyway, if you have comments, questions or suggestions feel free to comment below right here on mmominds. Enjoy the guide!

Keep scrolling for a brief explanation what Loadouts are if you're unfamiliar with them!


Gear Preview


Stats (with Bonding Enchantments R12 & Combat Self-Buffs)

A general idea if what you might be seeing as your stats in the middle of combat. 

 

 

 

 


Okay, So, What Are Loadouts?

Loadouts are a fairly new addition to the game which give players the opportunity to have access to more than 1 build for their character. This varies from class to class on the different specs you'd want to look at and consider, but what doesn't vary from class to class the vast differences between a PvE vs PvP build. Each build for any class requires an entirely different set of everything (gear, enchantments, boons, stats, etc) based on whether you're aiming for a PvE or a PvP build.

For a Trickster Rogue specifically, presuming you've only got the 2 default loadouts and have not purchased any additional loadouts, there's a few options you could go with.

  • If you enjoy PvP, but still want to own the game when it comes to PvE content, you'll likely want to select 1 PvE build and 1 PvP build.
  • If you don't enjoy PvP at all, absolutely despise it, you'll probably want to consider having the PvE Executioner and PvE Saboteur builds for your 2 loadouts.
  • If you're hardcore PvP, and really couldn't care for PvE, then PvP Executioner and PvP Saboteur might sound like your best options. This would offer you 2 completely different play-styles in PvP and its possible based on circumstances, 1 build could be more effective then the other.. However, I don't recommend going x2 PvP builds for your Loadouts - whether you like it or not, you're going to have to do PvE content in the game at some point. So it'd be in your best interest to have at least one PvE Loadout.

Enjoy the guide, and if you have questions, suggestions or notice any mistakes, leave a comment below or message me in-game and I will be on the case ASAP! Enjoy!

 


Choosing Your Race

Choosing your race, in my opinion anyway - is a very optional thing. Each race of course has a different appearance, but each race also gives different little buffs called Racial Abilities - some may help you more in the game, while others will be useless, but they aren't major buffs that are going to make or break you. Personally when I made my Trickster Rogue I went based off preference of appearance, and it's worked for me for 4 years now. I'll offer up a few suggestions for some of the best Racial Abilities - but in the end, it's not really a big deal what Race you choose to play.



Human - First things first, it offers a Defence increase by 3% - you're a Trickster Rogue, you deal damage, you're not designed to take damage, so the defence doesn't matter. On the other hand, +2 to any Ability Score is a win - this is awesome, throw those +2 points into either STR (+damage) or DEX (+critical chance) and you're set to go. Lastly, Heroic Effort offers 3 additional feat points. This is extremely unique to this Race, and part of what makes it probably your best choice of race as far as Racial Abilities go.



Sun Elf - This is actually the race I went with - and it has a pretty sweet Racial Ability. Inner calm grants a 2% increase to your Action Point Gain. It's not an entirely unique buff, but it's well worth your while - as a Trickster Rogue you'll want AP Gain, trust me. Looking at the other buffs, you gain a choice of +2 Intelligence, Dexterity or Charisma - put those 2 points into Dexterity (DEX) as it increases your Critical Chance. The last buff there isn't important except maybe if you're into PvP - but this section of the guide for geared towards PvE, so if you're looking for PvP you need to move down to the bottom row of this guide!



Dragonborn - This class you do have to pay to unlock it - it's 2500 Zen to purchase a Dragonborn Reroll Pack from the Zen Market, so yes, it's a little pricey and far from being free. In my opinion it's not worth paying up Zen and money, but some people would care to disagree. Either way, it's a viable option if you can afford it! Draconic Heritage isn't that great for Trickster Rogues - I'll just leave it at that. Ability Scores, same situation as the Human Race - throw those into either STR (+damage) or DEX (+critical chance). That final Racial Ability however, Dragonborn Fury, grants a 3% increase to Power and Critical Chance which are basically your 2 most important stats as a Trickster Rogue. This is what makes Dragonborn a popular (but still pricey) choice. Also offers a very unique appearance - you can find that on google!


This Colour represents / signifies a Secondary Attribute.

This Colour represents / signifies a Primary Attribute.

What's the difference between a Primary and Secondary Attribute? Primary means that the game labels it as "most important" and the Secondary Attributes are what the game labels as "next most important". Any stats not highlighted Purple or Blue probably aren't that valuable or useful for your class.



Ability Scores

Ability Rolls luckily are pretty straight forward. You want, STR (Strength) and you want DEX (Dexterity). That's it folks.


Strength - Contributes to Stamina Regeneration, Damage output, and DoT Damage Resistance (DoT = Damage Over Time). Mostly you're wanting this for the Stamina and most certainly the Damage Bonus. Damage all the way!


Dexterity - Contributes to Critical Chance, Deflection Chance and AoE Damage Resistance (AoE = Area of Effect). From this stat you're mostly going to be interested in the Critical Chance and Deflection Chance - but mostly the Critical Chance, as it also is going to help increase the damage you dish out.


Charisma - Charisma is considered the "3rd" main stat to a Trickster Rogue and you'll notice its highlighted blue. Charisma contributes to Deflection Chance, Companion Stat Bonus and a Combat Advantage Damage Bonus. All 3 of these are rather useful actually, but you'll start to understand more as you make your way through this guide why for PvE it's not your best or most favourable option. As useful and beneficial as it is, it pales in comparison to STR & DEX as they contribute more to your total damage output. 




Stats

Going in order of Importance you're going to want to build up Armour Penetration first. Second I would suggest Power. Third/Fourth I would suggest either Critical Strike or Life Steal - depends if you feel you need the life steal or not. If you aren't dying a whole bunch or having difficulties soloing solo content then go Critical Strike - you gotta make that call yourself though. Fifth, definitely Recovery. Other stats like Defence and Deflect are optional - I personally don't use them though.

1. Armour Penetration - Once you reach Level 70+ content and enemies, your foes are going to have 50% Damage Resistance, and larger foes / bosses will have 60% Damage Resistance. Armour Penetration grants a % of Resistance Ignored - thus you'll want enough Armour Penetration to be capable of ignoring your foes Damage Resistance completely. 60% Damage Resistance will decrease your damage output by 60%, so have 60% Resistance Ignored from your Armour Penetration is like getting a 60% Damage Increase - thus why Armour Penetration is a priority at Level 70+. You gain way more DPS this way.

2. Power - All in all, the name of the stat says it all. Power increases your total DPS output, and you're a Trickster Rogue - your purpose in life is to deal as much damage as you can - the more power, the better!

2½. Critical Strike - I'm listing this as 2½ because it's nearly just as important as Power. The more Critical Strike you have, the higher your Critical Chance is. The higher your Critical Chance is, the more Critical Hits you're going to land - and let's face it, anyone who's played any MMO before knows that Critical Hits mean business. Critical Hit attacks are your attacks, with a damage buff to them more or less - so they deal way more than your average strike. Having 90%+ Critical Strike Chance is super ideal as majority of your hits will be Critical Hits and you'll be dealing way more damage than before. Stealth easily covers that remaining 10% chance (in case you were wondering why only 90%)

3. Life Steal - Basically this helps you keep alive. More-so useful in Solo content but you're going to have Defence Slots and you're going to need to do something with them - so toss in some Life Steal. Every time you deal damage, Life Steal grants a chance for the damage dealt to a foe, to be returned to you as a heal. I cannot emphasise how useful this is! You use Lashing Blade, it deals 100'000 Damage, your HP is low - that hit procs Life Steal and you've just healed yourself for 100'000+ HP (depending on your Life Steal Severity %). Really great, especially since there isn't much competition on what to toss into your gear's Defensive slots, making it an easier stat to invest in.

4. Recovery - Recovery's great, but I wouldn't focus on it until you have the luxury to - so basically not until endgame and when you have your other stats taken care of. Recovery reduces the time on your cool-downs and also helps to build Action Points faster - so you can cast Encounters & Dailies more frequently. Works exceptionally well with Saboteur build specifically, but is also a huge asset in the Executioner build.

5. Other Stats - Stats like Defence, Deflection or Movement are totally optional but from my experiences are rather useless and won't help you out that much. You'll gain more from the stats listed above.

6. Regeneration - DO NOT PRIORITISE THIS FOR PVE. EVER. I've met a few players who go "Yay, Regeneration heals me, lets invest into it!" when sorry to say folks, it only heals you out of combat - which is entirely useless. So I beg of you don't ever go with this stat - it is probably the most useless stat in the entire game.


This Colour represents Heroic Feats

This Colour represents Executioner Feats

This Colour represents Scoundrel Feats



Feats


You may notice I have both Executioner and Saboteur listed above. With the release of Mod 11b there came Loadouts, which means I can be both Executioner and Saboteur - of course not at the same time, but I can switch between both instantly, whenever, wherever - and when I say wherever, I mean a campfire as you have to be standing in a campfire to switch. Lame, I know.

So you're probably thinking, When should I use Executioner, versus when should I use Saboteur? 

For Executioner, you'll want to use this set up when facing large-scale single target enemies. For example, the final boss of a dungeon like Epic Temple of the Spider or Castle Never, or Fangbreaker Island. Executioner focuses a lot on single target damage with the Feat 'Shadow of Demise' as do several of the other feats suggested, and once you learn to nail the rotations, you're pretty much a beast.

Special Note; Heroic Feats are not based on whether you're Executioner, Saboteur or even Scoundrel. Heroic Feat Points stay the same and do not change whatsoever!



Heroic, Executioner & Scoundrel Feats

  • Heroic Feat Points

Weapon Mastery 3/3 - This feat increases your Critical Chance. You cannot go wrong with extra Critical Chance, it's such a huge necessity for any Trickster Rogue build.

Toughness 2/3 - This feat increases your over all health points by 3/6/9%. The more health points, the more damage you can take technically. Since you need 5 points spent to get to the next column of feats, I invested 2/3 heroic points into this as basically a filler. Can't hurt to have more HP, right?

Swift Footwork 2/5 - Just like Toughness, I honestly use this one as a filler as well. This feat increases your stamina by 2/4/6/8/10%. As a Trickster Rogue you dodge a lot, so extra stamina, just like the extra HP from Toughness, doesn't hurt to have at all,

Cunning Ambusher 3/3 - Cunning Ambusher feat grants 6% more damage after leaving stealth - and you leave stealth a lot, you have to have 3/3 on this one, no excuses or reasons not to.

Endless Assault 3/3 - This feat increases your Encounter Power's damage by 2/4/6%. Obviously your Encounters deal a lot of damage, so I think this one speaks for itself. You want to deal more damage, so a damage bonus is perfect.

Twilight Adept 2/5 - This feat grants 2/4/6/8/10% of your stealth every time to dodge roll. The reason I put 2/5 points in this one is because first of all, sometimes if you're consistently taking damage, its hard to get your stealth back up, and sometimes, dodge rolling just to use this is the key to solving your problems. It's mostly for your own convenience to have this and there will be times where this becomes a life saver - 2/5 points does the trick, and also acts as a type of filler.

Disciple of Straight 3/3 - This feat increases the bonus damage STR (Strength) gives you by 2/4/6%. Again, more damage being dealt is never a bad thing. It's a good Feat to invest into honestly, I'd suggest 3/3 personally.

Scoundrel Training 2/3 - Basically this increases your damage towards enemies who are not targeting you by 3/6/9%. Mostly useful in group raids where the tank is taking aggro, so its unlikely enemies are going to be targeting you - plus, rogue's have low aggro, so even without a tank, its very unlikely you're going to be the one enemies are targeting if there's somebody else around. Solo play this doesn't really help unless your companion happens to be carrying the aggro.

Did you take the Human Race and have 3 more Heroic Points to spend? Fret not, I've got you covered! If you so happened to take the Human Race and have a few more Heroic Points than I do, I'd suggest throwing one point into Scoundrel Training making it 3/3, and throwing your 2 remaining points into Twilight Adept making it 4/5.



  • Paragon Feat Points
  • Executioner

Arterial Cut 5/5 - This feat increases your Critical Severity by 3/6/9/12/15% while stealthed. Stealth gives you 100% Critical Chance, so its a guaranteed bonus 15% Critical Severity (Your critical hits deal more damage) when you attack while stealthed. This includes when activating Shadow of Demise.

Vicious Pursuit 5/5 - You're going to start seeing this 6-second pattern going on in many of the feats. This is due to Shadow of Demise. Vicious Pursuit makes the target you've damaged to take 2/4/6% more damage from you for 6 seconds.  It doesn't stack, but still, a consistent 6% more damage is fairly beneficial.

Dying Breath 0/5 - So basically, when an enemy close to you dies, you gain 5/10/15/20/25% more Run Speed and Critical Severity. This buff lasts for 10 seconds, it doesn't stack, but every time an enemy dies near you or by you, the timer resets back to 10 seconds. It's a really great buff to have for solo content or small-fry foes. Not so great on bigger, single-target enemies.

Deathknell 5/5 - Increases your damage to enemies/foes below 30% health. Doesn't sound fantastic, I know. In reality its maybe not the best. I run a lot of Dragonflights with my Alliance, and almost always am solo finishing a Dragon - which is basically why I would consider choosing this. It's not bad, but it's a better choice than several of the other available feats!

Last Moments 5/5 - This is a really nice damage buff. When your enemy, your foe, is below 40% health, you deal 5/10/15/20/25% more damage to them. While stealthed, this buff takes effect when your enemy is below 70% health. This is especially helpful in raids where it takes a longer time to kill the boss, so there's lots of time when the enemy is below 40% health. Like I said, it's an excellent damage buff.

Shadowborn 5/5 - This is another Feat that works well for my build, because I'm entering Stealth usually 2 and sometimes 3 times in a row within Shadow of Demise's 6 seconds. Whenever I enter stealth, this feat increases my power rating by 20/40/60/80/100% for my next attack. Very useful

Shadow of Demise 1/1 - This is the Shadow of Demise feat we've been reading about through all my feats. This feat, is the key to a good chunk of the damage you deal. Basically, when you use an Encounter Power on an enemy while stealthed, Shadow of Demise will proc. The total damage you deal within the following 6 seconds is added up, and when 6 seconds are up, the enemy who you targeted with Shadow of Demise, takes an additional massive hit for 50% of the total damage you dealt in those 6 seconds. This massive hit of damage cannot be deflected or ignored - it's piercing damage. So basically, you deal an extra 50% raw damage. It's a very powerful feat, and it's where an unbelievable amount of your total damage is going to come from. This feat makes the Executioner Paragon Path what it is - a DPS path.


  • Scoundrel 

Bloody Brawler 5/5 - I've really focused on my Life Steal for this build, so for me this feat is valuable. It increases my Life Steal over all, which always helps. I prefer Life Steal over Deflection because Life Steal restores Health Points, and a high amount of HP as well. Deflection doesn't restore any HP at all. Life Steal keeps me alive longer!

Press The Advantage 5/5 - Basically whenever you use the defensive encounter power "Impossible to Catch", you also gain an offensive 10% power increase. I recommend this for players that are working with high power. If you're not working with... I'd suggest at least 35'000 power during combat, this feat probably won't help you out that much. So, refer to the Sabotuer feats listed below.

Back Alley Tactics 5/5 - Basically when your AP Gauge is empty, you gain a 25% damage bonus which slowly diminishes as your AP Gauge refills once again, all the way until its full, where your damage bonus is then reduced down to 0%. Now, why this is rather useful is because when you cast a daily power (so your Whirlwind of Blades or Lurker's Assault, both offering a damage buff of sorts) you're now also gaining a 25% damage bonus increase because yes, you guessed it - you just used your Daily Power so your AP Gauge is 100% empty, giving you the full effects of the buff. Fun fact; Lurker's Assault blocks AP gain from all sources while its buff is up - minus the AP bonus from your Neck Piece. So basically for the entirety of Lurker's damage buff, you also gain the buff from Back Alley Tactics.


This Colour represents Heroic Feats

This Colour represents Saboteur Feats

This Colour represents Scoundrel Feats



Feats

You may notice I have both Executioner and Saboteur listed above. With the release of Mod 11b there came Loadouts, which means I can be both Executioner and Saboteur - of course not at the same time, but I can switch between both instantly, whenever, wherever - and when I say wherever, I mean a campfire as you have to be standing in a campfire to switch. Lame, I know.

So you're probably thinking, When should I use Saboteur, versus when should I use Executioner? 

For Saboteur, you'll want to use this set up when facing mobs of enemies - either in sections of dungeons, or for solo play. Personally I always use Saboteur now for dailies and weeklies - doesn't matter what area I'm in or what quest I'm doing, Saboteur makes those smaller, solo-friendly enemies, melt like butter in an oven. As well in dungeons where you're consistently running into mobs of 4-5+ enemies, that, since there's 5 or more of y'all, also tend melt quickly -  Saboteur is the ideal choice for those situation. Executioner's Shadow of Demise needs 6 seconds to proc - if enemies die in less than 6 seconds, it's not worth your time as an Executioner, just use Saboteur.

Special Note; Heroic Feats are not based on whether you're Executioner, Saboteur or even Scoundrel. Heroic Feat Points stay the same and do not change whatsoever!



Heroic, Saboteur & Scoundrel Feats

  • Heroic Feat Points

Weapon Mastery 3/3 - This feat increases your Critical Chance. You cannot go wrong with extra Critical Chance, it's such a huge necessity for any Trickster Rogue build.

Toughness 2/3 - This feat increases your over all health points by 3/6/9%. The more health points, the more damage you can take technically. Since you need 5 points spent to get to the next column of feats, I invested 2/3 heroic points into this as basically a filler. Can't hurt to have more HP, right?

Swift Footwork 2/5 - Just like Toughness, I honestly use this one as a filler as well. This feat increases your stamina by 2/4/6/8/10%. As a Trickster Rogue you dodge a lot, so extra stamina, just like the extra HP from Toughness, doesn't hurt to have at all,

Cunning Ambusher 3/3 - Cunning Ambusher feat grants 6% more damage after leaving stealth - and you leave stealth a lot, you have to have 3/3 on this one, no excuses or reasons not to.

Endless Assault 3/3 - This feat increases your Encounter Power's damage by 2/4/6%. Obviously your Encounters deal a lot of damage, so I think this one speaks for itself. You want to deal more damage, so a damage bonus is perfect.

Twilight Adept 2/5 - This feat grants 2/4/6/8/10% of your stealth every time to dodge roll. The reason I put 2/5 points in this one is because first of all, is because sometimes if you're consistently taking damage, its hard to get your stealth back up. It's mostly for your own convenience to have this and there will be times where this becomes a life saver - 2/5 points does the trick, and also acts as a type of filler.

Disciple of Straight 3/3 - This feat increases the bonus damage STR (Strength) gives you by 2/4/6%. Again, more damage being dealt is never a bad thing. It's a good Feat to invest into honestly, I'd suggest 3/3 personally.

Scoundrel Training 2/3 - Basically this increases your damage towards enemies who are not targeting you by 3/6/9%. Mostly useful in group raids where the tank is taking aggro, so its unlikely enemies are going to be targeting you - plus, rogue's have low aggro, so even without a tank, its very unlikely you're going to be the one enemies are targeting if there's somebody else around. Solo play this doesn't really help unless your companion happens to be carrying the aggro.

Did you take the Human Race and have 3 more Heroic Points to spend? Fret not, I've got you covered! If you so happened to take the Human Race and have a few more Heroic Points than I do, I'd suggest throwing one point into Scoundrel Training making it 3/3, and throwing your 2 remaining points into Twilight Adept making it 4/5.



  • Paragon Feat Points
  • Saboteur

Shady Preparations 5/5 - Upon entering Stealth all your power's cool-downs are reduced by 10%, allowing you to deal Encounters sooner than they originally would. Once you get familiar with this you can start casting Stealth with 2-3 seconds left on your cool-downs and just cast away, as this Feat will eliminate the rest of your cool-down period. 

Flashing Blades 5/5 - When your stealth bar is empty your At-Will powers deal 5% more damage. Mixed with Cunning Ambusher (grants 6% more damage after leaving stealth) this makes for a great combination, equalling to a great buff.

Knife’s Edge 5/5 - Similar to Shady Preparations, except instead of stealth, it's the use of a Daily Power that reduces your cool-downs by 15%. Again, allows you to cast powers sooner, and makes it exceptionally easy to have double or even triple Cunning Ambusher up, giving an easy 18% damage bonus just like that.

Gutterborn’s Touch 5/5 - When dealing damage to a target from behind, you ignore 10% of your targets armour and your power also increases by 10%. Really great, especially if you're still lacking on Armour Penetration and aren't at -60% Resistance Ignored yet - you could technically choose to cap at -50% Resistance Ignored, but let's note this is only when behind a target. For convenience I'd still suggest getting closer to 60% Resistance Ignored if you can. 

Ambushers Haste 5/5 - Stealthed you deal an additional 25% damage which diminishes as your stealth bar diminishes as well. Basically though, since you stealth and hit - you automatically increase your attack's potency by 25% because you don't allow time for your stealth meter to diminish (at least you shouldn't be!)

One with the Shadows 5/5 - Whilst using an Encounter Power, your Stealth Meter refills. As well for the following 10 seconds your Encounter Powers deal 20% more damage. One with the Shadows does have a 15 second cool-down though. Either way makes for a great final Feat in the Saboteur path.


  • Scoundrel

Bloody Brawler 5/5 - I've really focused on my Life Steal for this build, so for me this feat is valuable. It increases my Life Steal over all, which always helps. I prefer Life Steal over Deflection because Life Steal restores Health Points, and a high amount of HP as well. Deflection doesn't restore any HP at all. Life Steal keeps me alive longer!

Press The Advantage 5/5 - Basically whenever you use the defensive encounter power "Impossible to Catch", you also gain an offensive 10% power increase. I recommend this for players that are working with high power. If you're not working with... I'd suggest at least 35'000 power during combat, this feat probably won't help you out that much. So, refer to the Sabotuer feats listed below.

Back Alley Tactics 5/5 - Basically when your AP Gauge is empty, you gain a 25% damage bonus which slowly diminishes as your AP Gauge refills once again, all the way until its full, where your damage bonus is then reduced down to 0%. Now, why this is rather useful is because when you cast a daily power (so your Whirlwind of Blades or Lurker's Assault, both offering a damage buff of sorts) you're now also gaining a 25% damage bonus increase because yes, you guessed it - you just used your Daily Power so your AP Gauge is 100% empty, giving you the full effects of the buff. Fun fact; Lurker's Assault blocks AP gain from all sources while its buff is up - minus the AP bonus from your Neck Piece. So basically for the entirety of Lurker's damage buff, you also gain the buff from Back Alley Tactics.


This Colour Represents Daily Powers

This Colour Represents Class Features

This Colour Represents Encounter Powers

This Colour Represents At-Will Powers



Powers

There's a lot to cover for which powers you should focus on using. Most of the time I use Whirlwind of BladesLurker's Assault for my Daily PowersSkillful Infiltrator, Invisible Infiltrator for Class Features,  Smoke Bomb, Lashing Strike, Dazing Strike or Impossible to Catch for my Encounters, and Sly Flourish, Duelists Fury for my At-Will's. Here's a basic explanation of what Powers I've ranked up, and why I ranked them up. I'll explain my rotation at the end of these;

Note: Suggested Powers are not based solely for Executioner or Saboteur, I use the exact same powers for both builds.


  • Powers

Cloud of Steel (4)I've ranked this up to 4 because it's a good quick ranged At-Will attack. It's actually the only ranged At-Will you'll have following the Master Infiltrator path. It can be extremely useful when in a position where you can't afford to play melee (close combat).

Sly Flourish (4)Another really great At-Will attack, perfect for when you can't take a whole few seconds to cast Duelist's Fury, which takes several seconds to finish cast. Sly Flourish also gives whats called Broken Armor, which is if in the event you finish the powers combo, the target takes 5% more damage from all sources - great for group runs.

Dazing Strike (4)Dazing Strike first and foremost dazes your opponents. Casting it while stealthed is well worth it - not only does it active Shadow of Demise, but it also damages and dazes multiple targets. This is really helpful in keeping yourself alive; if players are dazed, they cannot attack you. This gives you time to deal as much damage as you can while Shadow of Demise is active.

Lashing Blade (4)Lashing Blade is going to be your main DPS Encounter, It deals the most damage of any other Encounter, but also has a longer cool-down than most of the Encounters. It's a must-have encounter.

Whirlwind of Blades (4)Another power that in my opinion, is a must-have. This Daily deals really decent damage to multiple enemies at once. When you're in battle, and you have a crowd of enemies around you, this spell tallies up some really major damage. Plus, you gain power for every enemy you hit - so in this case, the more the merrier! Approximately each enemies hit grants you roughly 20k Power, at least from my calculations. Might be slightly less, but its a huge amount of power you gain either way!

Impossible to Catch (4)Basically, you dodge your enemies attacks making you untouchable, and gain 50% Damage Resistance. At Rank 4, this buff lasts for 5 seconds. The cool-down for it is 10 seconds, sometimes 9 in combat with buffs - so over half the time. You can empower your defences with this buff, and using it in-line with the Press The Advantage feat - also gain a good power buff, increasing your offences. Win-win situation all the way around (just be sure you have the feat, and enough power to make it worth your while).

Duelist's Fury (4)Very powerful At-Will. It does take a few seconds to finish its combo (it casts in 3 stages). Using this has a chance to add a Bleed Effect which deals even more additional damage, and this can stack up to 10 times. Very useful, very powerful.

Skillful Infiltrator (4) This class feature gives you everything you could want - additional run speed, deflection chance, and critical chance. At Rank 4, it gives 20% Run Speed, 4% Deflection Chance, and 4% Critical Chance. It adds up, and can be really useful.

Smoke Bomb (4)Smoke Bomb dazes opponents just like Dazing Strike, but affects a larger area, and dazes for a longer period of time. On a critical hit, this Encounter can deal some really nice damage to multiple enemies over a period of time. When used Stealthed it does add a Slow effect, but find that part to be a bit useless. Note: Smoke Bomb doesn't activate Shadow of Demise the same way other Encounters do. You have to activate Stealth AFTER casting Smoke Bomb, while Smoke Bomb is still actively dealing damage-over-time to trigger Shadow of Demise.

Lurker's Assault (4)Lurker's Assault doesn't deal damage but it still works with Invisible Infiltrator (Class Feat Below), meaning it will still restore your stealth meter on initial use. Lurker's Assault then continues to restore your stealth meter at a very rapid speed, This Daily Power also grants you +25% damage, which is a big damage buff. The stealth meter restoration and damage buff both last 10 seconds, which is also a great length of time. It takes a while to get used to implementing this in your rotations, but it is worth the while trust me. Lurker's assault also blocks further AP Gain while it's buff is active.

Invisible Infiltrator (4)This Feat restores all your Stealth upon casting a Daily Power. This can really help you during your Shadow of Demise rotations, and other situations. I actually depend on it a lot for my rotations, as the extra Stealth Bar fill allows me to cast something with a guaranteed Critical Hit.

  • Executioner Rotations

For my  Executioner rotations, I usually cast Impossible to Catch, Lashing Blade (Stealthed), Lurker's Assault or Whirlwind of Blades, and Smoke Bomb (Stealthed), followed by Duelists Fury x1 or x2 depending how much time you're working with. By the time Duelists Fury is done casting, all cool-downs on my powers are done, and Shadow of Demise is reset. I usually by this point only have maybe 75% of my Action Points, but once I cast Lashing Blade (Stealthed) and cast Smoke Bomb, I'm at 100% Action Points, and can then cast either Lurker's Assault or Whirlwind of Blades depending on whether I'm battling a single target (Lurker's Assault), or a mass of targets (Whirlwind of Blades). That then refills my Stealth Bar because of the Invisible Infiltrator class feat, allowing me to cast Smoke Bomb (Stealthed) before Shadow of Demise resets.

This makes for a mass of damage during Shadow of Demise. I also typically use my Mount Combat Power and Artifact Power before this particular rotation as well, giving me a huge damage buff- you can read more about those in the Mount/Insignia and Artifacts tabs.

  • Saboteur Rotations

Saboteur rotations run a little differently than Executioner rotations simply because as Saboteur, you don't have Shadow of Demise, you have One With The Shadows. So basically what you're looking at is - Impossible to Catch, Smoke Bomb (Stealthed), Dazing Strike or Lashing Strike (Stealthed) depending on whether you're attacking multiple targets (Dazing Strike) or a single target (Lashing Blade). Lurker's Assault or Whirlwind of BladesImpossible to Catch, Smoke Bomb (Stealthed), using stealth before Smoke Bomb as Stealth will reduce the cool-downs just enough to make it work,  Duelists Fury x1, Dazing Strike or Lashing Strike (Stealthed), Duelists Fury x1, and pretty much at this point you'e restarting your rotation. Goal is though as Saboteur, you arent timing out your Shadow of Demise like an Executioner - cast your Encounter Powers with stealth as early and as possible as you can. The cool-downs are the key to making Saboteur equal to Executioner. 





Boons

For boons, I focused on prioritising Power, Critical Strike, Life Steal (And Severity), and Recovery where I could. As I mentioned on the Intro, these are the main stats I invest in. Below is a list and preview of all my selected and suggested boons:



Cold Hearted - 2% Life Steal Severity & +1000 HP.

Hardy Constitution - +400 Stamina Gain & 2% Everfrost Resistance.

Chill Determination - Gain up to 2000 Recovery based on how much Stamina you're missing.

Glacial Strength - +3200 HP & 2% Everfrost Resistance.

Chill of Winter 1/3 - When striking a foe, a chance to gain a stack of Icy Chill. At 10 stacks, Icy Chill clears and deals a burst of 10'000 damage to nearby foes.Damage Over Time does not affect this Boon. The final boon has 3 extra points to be distributed among the final boons; you can either increase the potency of one, or choose more than 1 final boon.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Legion's Valor - +250 Power & +250 Critical Strike when flagged for PvP.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Dark Fey Hunter - +400 Power.

Fey Precision - +400 Critical Strike.

Elven Haste - Gain Action Points 3% faster.

Elven Ferocity - Grants a chance while dealing damage to 20'000 Arcane Damage. If you're squishy, take Elven Tranquillity as it grants a chance to heal 20'000 HP instead.

Elvish Fury - When killing a foe/enemy, gain 135 power for 45 seconds - stacks up to 30 times.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Reliquary Keeper's Strength - +250 Power & +250 Movement. Take Conjurer's Gambit if you think you need Critical Strike more than you need Power.

Evoker's Thirst - +400 Life Steal.

Illusion Shimmer - +3% Resistance Ignored - helps so you don't need to build as much Armour Penetration to breach -60% Resistance Ignored.

Shadowtouch - Grants a chance while dealing damage to 20'000 Necrotic Damage. If you're squishy, take Enraged Regrowrth as it grants a chance to heal 20'000 HP instead.

Rampaging Madness - Every time you deal damage you gain a stack of Madness (you can only gain 1 stack per second). At 50 stacks, Madness grants +4000 Power, +4000 Life Steal, and +4000 Regeneration - this buff lasts 10 seconds. Once 10 seconds is up your stacks reset to 0.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Encroaching Tactics - +400 Combat Advantage Bonus.

Refreshing Chill - +400 Stamina Gain.

Rapid Thaw - +400 Recovery.

Cool Resolve - Gain up to 2000 Power based off how much Stamina you're missing.

Winters Bounty - Chance to gain 10% Action Points when killing a foe.



Primordial Might - +400 Power & +1600 HP.

Primordial Focus - +400 Critical Strike & +1600 HP.

Drow Ambush Tactics - Combat Advantage Damage is increased by 10%.

Dwarven Stamina - Regain Stamina 5% faster.

Abyssal Strikes - Deal +10% more damage to demon-type enemies.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Dragon's Claws - +400 Power.

Dragon's Gaze - +400 Critical Strike.

Draconic Armorbreaker - +400 Armour Penetration.

Dragon's Greed - +400 Life Steal Rating (Same as having +400 Life Steal).

Dragon's Thirst 1/3 - 3% increased Life Steal. The final boon has 3 extra points to be distributed among the final boons; you can either increase the potency of one, or choose more than 1 final boon.

Dragon's Fury 1/3 - 5% increased Critical Severity. The final boon has 3 extra points to be distributed among the final boons; you can either increase the potency of one, or choose more than 1 final boon.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Abyssal Siphoning - 5% Life Steal Severity.

Demonic Influence - +400 Combat Advantage Bonus.

Demonic Swiftness - Gain Action Points 3% faster.

Baphomet's Might - When striking a foe, there's a chance you may gain +2000 Critical Strike for 6 seconds.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Wave of Force - +300 Power & +2000 HP

Heart of Stone - +4% Lifesteal Severity

Searing Aggression - +400 Critical Strike

Gale of Retribution - Whilst taking damage, grants a chance to heal up to 24'000 HP over a few seconds, and once that's finished, gain +1000 Critical Strike for 10 seconds.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Aura of Hope - When killing an enemy there's a chance you'll emit an aura that boosts AP gain to nearby allies for 10 seconds.

Fiery Frenzy - +2% Critical Severity & +1000 HP

Soothing Zephyr - +500 Recovery & +2000 HP

Vision of Beyond - Landing a critical hit grants +10% Stamina Regeneration for 10 seconds.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Tyrant's Terror - You gain (x) amount of Power and (x) amount of Hit Points.

Overgrown - You gain (x) amount of Defense and (x) amount of Hit Points.

Lingering Curse - Chance to apply Lingering Curse which for 10 seconds - when a target with Lingering Curse dies, it explodes dealing 30'000 damage to a nearby foe.

 



Let's note  that for the Stronghold Boons, they're 100% dependent on the progress of whichever guild you belong to. Currently my guild Chronic Legion is at Guild Hall 13, so we still don't have super powerful boons yet but at least we have boons. I gain 3000 Power, 6400 HP, and 15% Experience Bonus right now from our boons.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


These Colors state whether the item is Rare, Epic or Legendary

This Color describes what stat or bonus the item gives

This Color describes how to obtain the item

This Color describes any set bonuses associated with the item



Gear & Enchantments

Straight to the point, my gear looks like this:

  • Head - Manticore Raid Mask
    • (HP, Power, Critical Strike, Defence) 
    • (Masterwork Professions, Auction House)
    • (No Set Bonus)
  • Armor - Manticore Raid Vest
    • (HP, Power, Critical Strike, Defence, AC) 
    • (Masterwork Professions, Auction House)
    • (No Set bonus)
  • Arms - Manticore Raid Gloves
    • (HP, Power, Critical Strike, Defence) 
    • (Masterwork Professions, Auction House) 
    • (No Set Bonus)
  • Feet - Manticore Raid Boots
    • (HP, Power, Critical Strike, Defence) 
    • (Masterwork Professions, Auction House) 
    • (No Set Bonus)


  • Weapons - Titansteel Dagger & Stilleto 

    • (Power, Critical Strike, Recovery)
    • (Masterwork 2 Crafting, Auction House)
    • (2/2 Set Bonus - You & any allies equipped with a set of Masterwork 2 Weapons are granted 2% Outgoing Damage, 2% Outgoing Healing & -2% Incoming Damage. This effect can stack up to 5 times


  •  NeckBaphomet's Infernal Talisman 
    • (Power, Critical Strike, Deflection)
    • (Lockbox, Auction House, Raids)
    • (3/3 - Deal up to 20% additional damage based on the difference in hit point percentage between the player and target) 
  • Ring 1 - Sphene Restoration Ring
    • (Power & Recovery) 
    • (Mastercrafting or Auction House)
    • (No set bonus) 
  • Ring 2 - Scintillant Raid Ring
    • (Critical Strike & Recovery) 
    • (Mastercrafting or Auction House)
    • (No set bonus) 
  • Belt - Demogorgon's Girdle of Might
    • (DEX, Power, Critical Strike, Deflection) 
    • (Lockbox, Auction House, Raids)
    • (3/3 - Deal up to 20% additional damage based on the difference in hit point percentage between the player and target)  


  • Shirt - Gemmed Exquisite Elemental Tunic

    • (Power, Armour Penetration, Defence, Deflection)
    • (Lvl 25 Leatherworking Professions or Auction House)
    • (No set bonus) 
  • Pants - Gemmed Exquisite Elemental Pants
    • (Power, Critical Strike, Armour Penetration, Defence)
    • (Lvl 25 Leatherworking Professions or Auction House)
    • (No set bonus) 


For Enchantments its basically worked like this:

  • Utility - Dark Enchantments
    • (Movement)
    • Why? Great for additional movement - if you're still levelling though and your gear isn't maxed, you'd make better use having a Quartermaster or Dragon Hoard Enchantment in there - they'll provide lots of Refinement items.
  • Defense - Dark Enchantments
    • (Lifesteal)
    • Why? Great way to build up lifesteal, very easy, and nothing else can really be used in the Defense Slots except maybe Silvery's to add deflection. Personally though I suggest Lifesteal over Deflect all the way.
  • Offense - Radiant Enchantments
    • (Power)
    • Why? They give Power of course! If you're looking for a quick way to build up Critical Strike though, I know several players who add either pure Azure's in their Offences, or, if you can afford it - Brutal Enchantments are the best way to go. They're expensive though.
  • OffenseAzure Enchantments 
    • (Critical Strike)
    • Why? They give Critical Strike, which helps increase my general Critical Chance - I needed to slot the Azure Enchantments to get back up to 90% Critical Chance.
  • Overload - Usually a Mark of the xxx Slayer, Rank 2's which can be bought in the Stronghold with Guild Marks.
    • Why? Most typically I use either Demon, Giant or Dragon Slayers - it's a great buff to damage and to whatever you happen to be attacking.
  • Armour Enchantment - Transcendent Negation Enchantment
    • (Upon taking damage - +3% Damage Resistance, 1% Increase to Recovery and Incoming Healing, both stack up to 10 times!)  
    • Why? The damage resistance helps in Solo content but for the most part I just wanted the Recovery buff - only really good for solo play though, as in dungeons the tank will be taking all the damage, not your Rogue. Also, I suggest a Soulforged Enchantment if you're dying a lot and dying easily. 
  • Weapon Enchantment - Transcendent Vorpal Enchantment
    • (Increases Critical Severity by 50%, also debuffs your enemy)
    • Why? Vorpal offers a mass buff to your DPS, especially for a player with high Crit.

For Reinforcement Kits I use:

  • Head & Armour - x2 Major Critical Strike Armour Kit
    • (+200 Critical Strike)
    • (Lvl 25 Leatherworking or Auction House)
  • Arms & Boots - x2 Major Power Armour Kit
    • (+200 Power)
    • (Lvl 25 Mailsmithing or Auction House)
  • Neck, x2 Rings & Belt - x4 Major Action Point Gain Jewel
    • (+100 Action Point Gain) 
    • (Lvl 25 Jewelcrafting or Auction House)
  • Shirt & Pants - x2 Greater Everfrost Resistance Kit
    • (+5% Everfrost Resistance)
    • (Storm King Thunder's Campaign Store or Auction House)


Can't afford some of these yet, need an alternative suggestion for whatever reason?

To replace the Manticore set you can always aim for either the Pilgrim Set (via Tarmalune Bars if you have VIP) or the League Set (via straight up Astral Diamonds) or the Company Set (via purchasing with Guild Marks in the Stronghold).

To replace the Titansteel Weapons either Aboleth Daggers or Burned Daggers will be your best bet.

  • Want to know more about the Aboleth Daggers? Click Here!
  • Want to know more about the Burned Daggers? Click Here!

To replace the Rings I would highly suggest either the Ostorian Rings of Dod (bought with 300 Seals of the Protector) or any of the Power/Critical Strike +4 or +5 Underdark Rings (chance to drop from Demogorgon, Throne of the Dwarven Gods, or Prophecy of Madness raids).

  • Want to know more about the Ostorian Rings? Click here!
  • Want to know more about the +4 or +5 Underdark Rings? Click Here!

Need to replace the shirts or pants? Well, the Drowcraft Shirt & Pants are typically very cheap to buy off the Auction House and would be my #1 suggestion otherwise.

  • Want to know more about the Drowcraft Shirt & Pants? Click Here! - and be sure you look under "Undergarb (Trousers) for the Trickster Rogue ones!


This Color represents Mythic quality (CommonRareEpic, Legendary, Mythic)



Artifacts

For my artifacts I use;

Wheel of the Elements - This is not only my Primary Artifact, it's also a really really good artifact and often I will use it in large-scale party raids. Fire Element offers +30% damage increase. The only downfall to this Artifact is you have to walk through the correct element, and it's not ideal for smaller, confined spaces, as you usually auto-land the wrong element. If you land the wrong Element and get the wrong buff, you still have to wait a minute before trying to land Fire again. Great buff though, honestly.

 



Sigil of the HunterThis artifact grants Power, Recovery and Stamina - 3 stats which are fairly vital to this build. I never use it as my primary artifact in combat, but it does deal AoE damage - smoke bomb more or less covers that though.



Sigil of the Controller - I never use as my primary artifact - it grants Critical Strike and Power, Easy to obtain and I think it speaks for itself why it's such a great Artifact to have.



Shard of Orcus Wand Not a primary artifact, never used in combat - I have it solely to complete the Demon Lord's Immortality artifact set, to obtain the set bonus.



Looking for something an alternative, maybe something more affordable? Here's a list of a few artifacts you can take a look at as well;

Heart of the Blue Dragon (Crit & Recovery)

Symbol of Fire (Power, Recovery, Defense)

Symbol of Air (Power & Recovery)

Tiamat's Orb of Majesty (Power, Crit, Recovery, Armor Pen, AP Gain)

Belial's Portal Stone (Power & Lifesteal) If you're really desperate and needing to depend on lifesteal for the time-being. 

Rod of Imperial Restraint (Recovery & Lifesteal) If you're really desperate and needing to depend on lifesteal for the time-being.

Sphere of Black Ice (Recovery & Lifesteal) If you're really desperate and needing to depend on lifesteal for the time-being.)

Shard of Valindra's Crown (Power & Lifesteal) If you're really desperate and needing to depend on lifesteal for the time-being.

Sigil of the Devoted (Power & Defense) Great to use as a Primary Artifact if your AP gain is low

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Please note these are just recommendations / suggestions if there happens to be any Artifacts that I currently use and example as my top recommendations that may seem unaffordable, unobtainable or useless for you. 


These Colors state whether the item is Rare, Epic or Legendary

This Color describes what stat or bonus the item gives

This Color describes how to obtain the item



Companions

Quick Word of Advice, Important to Read - Might save you TONS of Astral Diamonds!

The equipment doesn't grant you anything on your Active Companions - only on your Summoned Companion. Yes, my other active companions are filled with top gear and runestones, but by no means do they benefit me. They're not something you want to invest in, Only ever invest in your Main, Summoned. Companion!

Also, you only need 1 active companion at Legendary to get the Legendary bonus on any Summoned Companion, even if your Summoned Companion is Epic level, you will still get the Legendary Bonus. Mine are upgraded just for show, so don't by any means think it's necessary. You'll waste precious Astral Diamonds that way.

                                                                                                                                                                                                                                                                                             


The Air Archon

  • The Air Archon's Active Bonus grants you a 5% damage buff to enemies NOT at full health - so basically the entire combat. The Air Archon also grants x3 Offence Slots making it perfect for using with Bonding Runestones. It's base stats are Power, Critical Strike and Armour Penetration, making it one of the most preferable Summoned Companions alongside the Fire Archon for DPS players.
  • Lockboxes or Auction House

This is my main summoned companion. It currently sits at Legendary Quality and it equipped with x3 R12 Bonding Runestones, x2 Loyal Commander Rings, x1 Loyal Avenger Necklace. I have R12 Brutal Enchantments placed in the Offence Slots of the Loyal Companion gear, as well as R10 Dark Enchantments placed in the Defence Slots of the Loyal Companion Gear. Here's a detailed breakdown about my Companion's Gear & Enchants:

  • x3 Bonding Runestone, Rank 12 
    • (Power, as well as Companion's Gift which grants 95% of your Companion's stats to you for each Bonding Runestone Equiped) - Totals to 285% of summoned Companion's stats)
    • (Lockbox or Auction House)
    • Why is this important to have? For example, my Archon has 6000+ power - multiply that by 3 because remember, I'm getting 300% of it's stats, and that's 18'000+ Power straight up. That's just power, add in other stats like Critical Strike, Recovery and Armour Penetration and this makes for one mean, overpowered mix.
  • x1 Ring of the Loyal Commander
    • (Power & Recovery)
    • (No Longer Obtainable in-game - available on Auction House, but for high amounts of AD)
    • Why should I want / use this? These rings are double slotted, x1 Offence and x1 Defence. As well, the gear offers 600+ Power and 600+ Recovery - triple this with Bonding Runestones and it's a huge amount you're gaining from these rings alone - and let's note, that's not even including the Enchantments placed in the Offence/Defence slots
      • x1 Black Ice Enchantment, Rank 12 (Offence Slots in Companion Gear)
        • (Power, Critical Strike & Recovery)
        • ("Call to Arms" Event Rewards, or Auction House)
        • Why should I want / use this? These enchantments at Rank 12 givea decent amount of Power, Critical Strike & Recovery - the best of all stats, tripled with companion's Bonding Runestones, it adds up very nicely.
      • x1 Dark Enchantment, Rank 12 (Defence Slots in Companion Gear)
        • (Life Steal)
        • (Lockboxes, Tarmalune Trade Bar Store, or Auction House)
        • Why should I want / use this? These enchantments give Life Steal and to be honest, there isn't much else you can do with the Defence Slots. Life Steal is a really great stat for helping to stay alive though, so it's likely going to be your best bet to place Dark Enchantments into your Defences.

 

  • x1 Ring of the Loyal Master
    • (Power & Armor Penetration)
    • (No Longer Obtainable in-game - available on Auction House, but for high amounts of AD)
    • Why should I want / use this? These rings are double slotted, x1 Offence and x1 Defence. As well, the gear offers 600+ Power and 600+ Armor Pen - triple this with Bonding Runestones and it's makes up for the lack of Armor Penetration at least I personally have. 
      • x1 Brutal Enchantment, Rank 12 (Offence Slots in Companion Gear)
        • (Power & Critical Strike)
        • ("Call to Arms" Event Rewards, or Auction House)
        • Why should I want / use this? These enchantments at Rank 12 give you 420 Power, 420 Critical Strike each. Mix these in with Bonding Runestones and you're getting a mass amount of Power and Critical Strike - 2 extremely important stats. They're slightly expensive, but well worth it in the long run.
      • x1 Dark Enchantment, Rank 12 (Defence Slots in Companion Gear)
        • (Life Steal)
        • (Lockboxes, Tarmalune Trade Bar Store, or Auction House)
        • Why should I want / use this? These enchantments give Life Steal and to be honest, there isn't much else you can do with the Defence Slots. Life Steal is a really great stat for helping to stay alive though, so it's likely going to be your best bet to place Dark Enchantments into your Defences.

.

  • x1 Necklace of the Loyal Avenger
    • (Power, Critical Strike & Armour Penetration)
    • (No Longer Obtainable in-game - available on Auction House, but for high amounts of AD)
    • Why should I want / use this? Like the Loyal Commander Rings, the necklace is also double slotted - x1 Offence, x1 Defence. Similarly it grants 600+ Power and 600+ Critical Strike, as well as 400+ Armour Penetration - and this is a huge asset in getting up to your -60% Resistance Ignored. The Critical Strike is also crucial in getting to your 90%+ Critical Chance (as I recommend, others will say go straight for 100%)
      • x1 Brutal Enchantment, Rank 12 (Offence Slots in Companion Gear)
        • (Power & Critical Strike)
        • ("Call to Arms" Event Rewards, or Auction House)
        • Why should I want / use this? These enchantments at Rank 12 give you 420 Power, 420 Critical Strike each. Mix these in with Bonding Runestones and you're getting a mass amount of Power and Critical Strike - 2 extremely important stats. They're slightly expensive, but well worth it in the long run.
      • x1 Dark Enchantment, Rank 12 (Defence Slots in Companion Gear)
        • (Life Steal)
        • (Lockboxes, Tarmalune Trade Bar Store, or Auction House)
        • Why should I want / use this? These enchantments give Life Steal and to be honest, there isn't much else you can do with the Defence Slots. Life Steal is a really great stat for helping to stay alive though, so it's likely going to be your best bet to place Dark Enchantments into your Defences.



The Erynes of Belial

  • The Erynes of Belial's Active Bonus grants you +10% Critical Severity - so more or less your Critical Hits deal 10% more damage. 
  • The Scourge Warlock Pack from the Zen Market or Auction House

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.



The Siege Master

  • The Siege Master's Active Bonus grants you +4% Increased Damage, and 8% Increased Damage when on the Stronghold Map - pretty straight forward, this companion flat out makes you deal more damage! 
  • The Zen Market or Auction House

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.



The Earth Archon

  • The Earth Archon's Active Bonus grants you a 6% damage buff when you yourself are at full health - very useful, especially in raids where the Tank is taking damage, and a Healer is aiding in keeping your HP full. This buff can easily last the entire combat.
  • Lockboxes or Auction House 

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.


The Fire Archon

  • The Fire Archon's Active Bonus grants you a 7% damage buff when to enemies below 50% HP - while the buff doesn't last the entire combat, it accounts for a huge amount of damage none the less.
  • Similar to The Air Archon, The Fire Archon as well grants x3 Offence Slots making it perfect for using with Bonding Runestones. It's base stats are Power, Critical Strike and Armour Penetration, making it one of the most preferable Summoned Companions in the game.
  • Tarmalune Trade Bar Store, Lockboxes or Auction House

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.


These Colors state whether the item/power is Rare, Epic or Legendary

This Color describes related stats

This Color describes how to obtain the item



Mounts & Insignia's

I'm fairly fortunate to have a Tenser's Disk mount. In the image above you can more or less see my Mount Combat Power, Mount Equip Power and Mount Speed.

  • Suggested Combat Power:
    • Tenser's Transformation
      •  For 12 Seconds, Gain 10% Power and 10% Run Speed. Also Gain +2 STR, +2 DEX, +2 CON and +2 Armour Class.
      • Upon use also Activates the Cavalry's Warning Insignia Bonus, which grants a 10% Increase to all stats for 12 seconds. Activates with any Mount Combat Power.
  • Suggested Equip Powers:
    • Ruthless Efficiency 
      • Grants +2000 / +4000 Critical Strike
      • Rage Drake Mount (+2000)
      • Imperial Rage Drake Mount (+4000)
    • Rapid Recovery
      • Grants +2000 / +4000 Recovery
      • Enchanted Courser (+2000)
      • Tenser's Floating Disk Mount (+4000)
    • Armour Breaker
      • Grants +2000 / +4000 Armor Penetration
      • Axe Beak Mount (+2000)
      • Axe Beak Mount (Legacy) (+4000)
    • Dominant Force
      • Grants +2000 / +4000 Power
      • Heavy Twilight Nightmare (+2000)
      • Black Ice Warhorse Mount (+4000)
      • Arcane Whirlwind (+4000)




These Colors state whether the Mount or Insignia is Common, Rare, Epic or Legendary


So what is an Insignia and what do they do? 

Insignia's more or less are like applying Runestones to your Companion, or Enchantments to your Gear - just instead it's applying Insignia's to your mounts, and if you match them right, you can get a type of "set bonus" known as an Insignia Bonus. You will notice I have Epic Insignia's on my mounts - you do not need Epic Insignia's in order to obtain an Insignia Bonus from your mount - any rank of Insignia will work, be it Common, Rare, or Epic. 

How can I get an Insignia Bonus then?

There are 5 different types of Insignia's - Crescent, Barbed, Enlightened, Regal, and Illuminated. By mixing / combining those types of Insignia's, you can get an Insignia Bonus. For example, as you can see below, x1 Crescent, x1 Barbed and x1 Enlightened create the Cavalry's Warning Insignia Bonus. Also note that mounts, like gear and companions, come with pre-set slots. Depending on the quality of the Mount (Common, Rare, Epic or Legendary) you'll have more or less "free for all" slots called Universal Slots. Apart from that, Barbed Insignia's can only go in Barbed Slots - and the same goes for any Insignia Type. This also means that while my White Tiger mount may offer Protector's Camaraderie, my Axe Beak mount does not due to the Insignia Slots available - so if you're looking for a specific Insignia Bonus, you need to look for the specific mounts that offer it. I've got a link on the tab up there called "Enyo's List of Useful Links for Any Player" where you can view all the Insignia Bonus' Specifics.

Armoured Bulette 

  • Cavalry's Warning - This counters with the Tenser's Transformation combat power. This insignia bonus gives a 10% buff to all stats whenever you activate a mount's combat power. It's a sick buff and well worth using if you have a Mount Combat Power.
    • Crescent Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Enlightened Insignia of Skill (+200 Critical Strike, +100 Action Point Gain)
  • Don't have a Mount Combat Power? I'd suggest using Wanderer's Fortune then, as it drops excessive amounts of Refinement - it will help you get your Artifacts and Enchantments ranked up much faster.
  • Other Mounts that offer Cavalry's Warning:
    • Armoured Axe Beak
    • Armoured Bulette
    • Armoured Griffon
    • Beholder Personal Tank
    • Black Ice Warhorse
    • Champion's Armored Bulette
    • Coastal Flail Snail
    • Runeclad Manticore
    • Dusk Unicorn
    • Embellished Apparatus of Gond
    • Heavy Howler
    • Heavy Worg
    • Manticore
    • Medium Adventurer's Horse
    • Owlbear
    • Sylvan Stag
    • Yeth Hound
    • Howler
    • Medium Palomino Horse
  • Mounts that Offer Wanderer's Fortune
    • Armoured Axe Beak
    • Armoured Bulette
    • Armoured Giant Strider
    • Armoured Griffon
    • Champion's Armored Bulette
    • Emperor Beetle
    • Imperial Rage Drake
    • Skeleton Steed
    • Swift Golden Lion
    • Armoured Bear
    • Bulette
    • Dusk Unicorn
    • Griffon
    • Heavy Giant Spider
    • Heavy Inferno Nightmare
    • High Forest Bear
    • Lord's Armored Polar Bear
    • Turmish Lion
    • Gilded Giant Spider

.


Tenser's Floating Disk

  • Assassin's Covenant - You lose 10% of your Defence, Deflection and Life Steal, and gain the combination of those lost stats as Power. Considering your Life Steal should be fairly high, this accounts for a decent amount of free extra Power.
    • Enlightened Insignia of Mastery (+200 Recovery, +100 Control Bonus)
    • Enlightened Insignia of Skill (+200 Critical Strike, +100 Action Point Gain)
    • Regal Insignia of Dominance (+200 Power, +100 Companion Influence)
  • Other Mounts that offer Assassin's Covenant:
    • Beholder Personal Tank
    • Emperor Beetle
    • Imperial Rage Drake
    • Apparatus of Gond
    • Apparatus of Kwalish
    • Gorgon
    • Stormraider Clydesdale
    • White Owlbear


Axe Beak (Legacy)

  • Artificer's Persuasion - Whenever you activate an Artifact Power, 10% of your total Power is added to Recovery, Movement, Action Point Gain, and Stamina Gain. Note, you do not actually lose any Power.
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Illuminated Insignia of Dominance (+200 Power, +100 Companion Influence)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
  • Other Mounts that offer Artificer's Persuasion:
    • Armoured Giant Strider
    • Black Ice Warhorse
    • Coastal Flail Snail
    • Runeclad Manticore
    • Skeleton Steed
    • Swift Golden Lion
    • Enchanted Courser
    • Flail Snail (Legacy)
    • Leopard of Chult
    • Rage Drake
    • Savage Polar Bear
    • Skeletal Worg
    • Tiger-striped Owlbear
    • Medium Waterdeep Horse
    • Tuigan Courser


White Tiger

  • Protector's Camaraderie - Whenever your companion deals damage to an enemy, you gain "Protector's Camaraderie" which grants 3% Power and 3% Defence for 10 seconds - this stacks 4 times making for a total of +12% Power and 12% Defence during combat as long as you have your companion summoned (which you should for Bonding Runestones)
    • Regal Insignia of Dominance (+200 Power, +100 Companion Influence)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Enlightened Insignia of Skill (+200 Critical Strike, +100 Action Point Gain)
  • Other Mounts that offer Protector's Camaraderie:
    • Black Ice Warhorse
    • Coastal Flail Snail
    • Emperor Beetle
    • Imperial Rage Drake
    • Runeclad Manticore
    • Giant Beetle
    • Giant Crab
    • Guard Drake
    • Purple Owlbear
    • Arkaiun Courser
    • Medium Black Horse
    • Trained Grizzly


Turmish Lion

  • Gladiator's GuileStraight and to the point - this Insignia bonus increases your run speed by 15% when your Stamina's above 75%. That's really the only important part you need to know about this Bonus.
    • Illuminated Insignia of Dominance (+200 Power, +100 Companion Influence)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Regal Insignia of Aggression (+200 Armour Penetration, +100 Action Point Gain)
  • Other Mounts that offer Gladiator's Guile:
    • Armoured Giant Strider
    • Beholder Personal Tank
    • Emperor Beetle
    • Imperial Rage Drake
    • Skeleton Steed
    • Swift Golden Lion
    • Tenser's Floating Disk
    • Apparatus of Gond
    • Dawn Unicorn
    • Gas Spore
    • Gorgon
    • Heavy Giant Spider
    • Heavy Mystic Nightmare
    • Lord's Armored Polar Bear
    • Silverback Bear
    • Stormraider Clydesdale
    • Turmish Lion
    • Black Stallion
    • Wolf of the Wild Hunt

Video Guide 

This is basically a video guide with commentary for the PvE Executioner build. I will have one for Saboteur at some point (going on Holidays on July 9th - 16th). Here's the video below, enjoy, like and if you'd like - subscribe!

 



This is more or less a page of links I think you might find extremely useful and helpful (I know I find them good for myself!) Here's the list:

Enyo's Back To The Basics Guide - I just started this recently, but its basically a large collection of random guides to random things I'm putting together here on Mmominds. Check it out - it might help you out!

Defending The Sword Coast (Map Locations) - We all have trouble with this, lets just face it!

Enyo's YouTube Channel - Just my youtube channel, often post videos of random stuff, but hey, check me out! I've also got a Trickster Rogue Video Guide on there too.

By The People (YouTube Channel) - Really awesome channel that regularly covers all the "Back to the Basics" stuff new players are trying to learn.

Neverwinter Forums - A link to the official Neverwinter Forums. Really great place to ask questions, make suggestions, find guilds or alliances, or just make friends man!

Neverwinter News - Stay in the know-how by regularly checking up on the Neverwinter News!

Neverwinter Wiki - Basically the Neverwinter version of Wikipedia - you can find just about every item, npc, map, quest - everything, on this site.

Neverwinter Character Transfer (Test Server) - I've always had difficulty navigating my way to this page, and a lot of people don't even realise you can transfer your character from the Main Server to the Test Server - but hey, you can! This link'll take you straight to where you need to go!

Insignia Bonus Guide - Trying to figure out what mounts give what bonuses and vice versa? This link will explain everything to you, and I'm not kidding.

Artifact Refinement Chart - This is actually something a friend of mine in-game put together for my guild, but this gets straight into the exact numbers Artifact Refinment's and also the specifics of using an Artifact as a feeder. **Note this is only Artifacts, not Artifact Equipment!

Neverwinter Calculator - Great way to quickly share your feat and power set-ups for your class with others - its simple and easy to use.

Sea of Moving Ice Treasure Maps - If you've been to the Sea of Moving Ice, you'll definitely understand the value of this guide for Treasure Hunting - if you don't get it, don't stress it. Preserve your innocence while you can.

Sea of Moving Ice Fishing Maps - Same idea as the last link but with Fishing Areas emphasised instead of Treasure Maps.

River District Treasure Maps - Really useful if you're working towards farming the River District for your Relic Weapons from there.

Shadow of Demise - Currently is affected by debuffs on the target, however, next Patch this will be nerfed back to how it was before.

Whirlwind of Blades - It's getting nerfed. It won't stack anymore... Courage Breaker is likely going to be the best option for replacing this, though this hasn't taken into effect yet!

 

Gear Changes - I'm only interested in switching 1 piece of gear, which is switching my Manticore headpiece for the Primal Raid Chinibili headpiece.

Updated Gear Options & Suggestions in place of Manticore with Mod 12 Gear Sets & Items

 

Campaign Updates - Guide now Includes boon recommendations for the Jungles of Chult Campaign.

 

Unrelated Changes Made During Mod 12 - Upgraded Weapons to Titansteel and also switched my custom artifact set for the Orcus Artifact Set.

 

Elven Archers Mod 11.5 Trapper HR

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Hello and welcome, This is the new an improved version of Elven Archers Mod 11.5 Trapper Build. I have reworked the build to make it easier to go from A to B and back with ease.

Since the release of Mod 10 a lot of people have been switching over to combat, I would like to say I have tried combat myself but I love Trapper so much, but from what I have seen and tested both paths are viable for top dps. This build is what I chose to use and why I chose to use it the way I do. As a Trapper HR you need to focus on High Crit and a lot of movement as you need to be able to move in and out of combat quickly to utilize both ranged and melee powers.

With the release of loadouts in mod 11.5 you can play a multitude of different builds and not have to worry about constant respecs, I will eventually include all my loadouts in the build but they will not be as in depth as my main trapper build. The main focus of this guide will be for my trapper loadout, my other loadouts will include everything for them in there respective tabs.

Race

There are a few viable races for a HR I chose the Wood Elf for the 1% Crit Chance and an increase to DEX and WIS for higher damage and a higher Crit chance.

Drow - DEX and WIS - Darkfire: [You have 5% chance when attacking a foe to apply Darkfire for 4 seconds, reducing its Defense by 10%]. (Seems good but doesn't really help much, I prefer the extra Crit Chance.)

Dragonborn - +2 to DEX - Dragonborn Fury: [Your Power and Critical Strike are increased by 3%]. (Sounds great on paper but its costly, if you can afford it then Dragonborn is your best choice.)

Stat Rolls

You want to roll Your DEX and WIS as high as possible, I went for 20 on DEX and your next highest should be WIS for the increased Crit chance. Each 10 levels you will be able to increase these stats, and for max damage you want to increase DEX and WIS each time. You won't have 34 DEX when you first reach level 70 but I will explain why later on.

Note: Race and stat roll doesnt change with loadouts, but for any Hunter Ranger these will be what you want anyway.

Paragon

There has always been a debate whether Stormwarden or Pathfinder is the better choice, before Mod 10 In would have said Stormwarden for the Blade Storm personal. But Mod 10 fixed the damage of Blade Storm and it is no longer affected by buffs, and with the changes to the Swiftness of the Fox feat I feel that going for Pathfinder is a better option for the At-Will Careful Attack/Hunters Teamwork as you will need to use At-Wills and Dailies to maintain a smooth rotation.

Feats

I will explain why I chose each feat and what feats could be chosen.

Heroic Feats

Predatory Action - 3/5 [As you are using 6 Encounter powers getting a daily is pretty fast so you will be firing off dailies quite often extra damage is an easy pick.]

Weapon Mastery - 3/3 [More Crit chance is always nice.]

Toughness - 3/3 [A HR can be squishy yes but doesn't mean that you want it to be.]

Swift Footwork - 0/5 [This feat isnt worth having over any of the other feats.]

Battle Wise - 0/5 [As a DPS you will be generating threat by doing damage and with a good tank that can hold threat you will never need this.]

Agile Combatant - 3/3 [We are constantly switching stances, doing more damage for doing so is great.]

Endless Assault - 3/3 [We have 6 encounters to use, why wouldn't you want more damage from them?]

Natures Enhancement - 0/3 [I don't have enough deflect for it to make a difference.]

Lucky Skirmisher - 0/3 [Same as Natures Enhancement, the difference isn't noticeable.]

Scoundrel Training - 2/3 [I took off 2 points from Predatory Action for the extra damage on Careful Attack, With the harder dungeons the more damage you can do on the bosses the better, if you are Stormwarden you wont need this 5/5 in Predatory Action is highly recommended.]

Disciple of Dexterity - 3/3 [6% extra damage from DEX is no doubt an obvious choice.]

Extra Action - 0/3 [We gain enough AP as it is, we won't need extra from here.]

Trapper Feats

Fleet Stance - 5/5 [As I have said before movement is key.]

Readied Stance - 0/5 [We don't need AP gain, with 6 encounters our daily comes pretty fast]

Deft Strikes - 5/5 [This is the first Feat that will enable you to deal high damage.]

Slasher's Speed/Natures Fury - 0/5 [Pretty useless as you wont always have the daily equipped.]

Trappers Cunning - 5/5 [As you aim for 100% crit chance this will proc more and more increasing your damage even further.]

Forestbond - 5/5 [Using this will enable you to start cooling down your powers so they are ready to use when you switch stances.]

Ancient Roots - 5/5 [Having your roots last longer means you will be doing more damage.]

Swiftness of the Fox - 5/5 [The bread and butter of a Trapper, most of the time you can use 3 encounters switch stance use 3 encounters switch stance and they will be ready to use again, but if you have a power that takes longer to cool down you will either need to fire an appropriate At-Will or daily at the end or start of your encounters.] (e.g. When using Plant Growth after I have used all 3 of my ranged encounters if I have my daily up I will use it, if not I will fire 1 or 2 At-Wills to ensure that all my melee encounters are ready.)

Thorned Roots - 5/5 [Stronger Roots dealing more damage is great.]

Serpents Bite - 5/5 [As you will always have Aspect of the Serpent active, having this feat will increase your damage and Crit chance.]

Biting Snares - 1/1 [Topping off the feats for extra damage and extra AP]

Powers

As you are leveling put your points into all the powers you could end up using, once reaching 70 your first 4th point will go into Aspect of the Serpent, then it all depends on your preference Careful Attack would be a good second choice then your main 3 encounters (Constricting Arrow, Fox's Cunning, Cordon of Arrows) then it will depend on what you feel you need most.

This is the order you want to get your powers to 4

  Aspect of the Serpent

Careful Attack

Cordon of Arrows

Constricting Arrow

Hindering Shot/Fox's Cunning

Longstrider Shot

Aspect of the Lone

Wolf Forest Ghost/Seismic Shot

Binding Arrow

Note: DO NOT get Aspect of the Pack to 4 if you want to use it for the Off-Hand power as it doesn't work when it has 4 points in. The rest of the powers max when you have the points, you don't really need to worry about a lot of them as you wont use them.

Solo:

At-Wills - Hunter's Teamwork, Rapid Shot

Encounters - Constricting Arrow, Fox's Cunning/Hindering Shot, Cordon of Arrows

Daily's - Forest Ghost, Seismic Shot

Personal - Aspect of the Serpent, Aspect of the Pack/Aspect of the Lone Wolf

(Having a companion out will give you nearly 100% up time on Combat Advantage while using AOTP, but eventually the damage increase wont matter much as enemies will die so quickly)

Trash mobs:

At-Wills - Hunter's Teamwork, Rapid Shot

Encounters - Constricting Arrow,Fox's Cunning/Hindering Shot, Cordon of Arrows

Daily's - Forest Ghost, Disruptive Shot

Personal - Aspect of the Serpent, Aspect of the Pack

Bosses:

At-Wills - Hunter's Teamwork, Rapid Shot

Encounters - Constricting Arrow, Fox's Cunning/Longstrider's Shot/Hindering Shot, Cordon of Arrows

Daily's - Slasher's Mark/Seismic Shot, Forest Ghost/Distruptive Shot

Personal - Aspect of the Serpent, Aspect of the Pack

(If you have the movement speed use Longstrider's Shot) You will have to figure out what rotation to use depending on your group composition, if you have a good tank then you can use Hindering shot, if your group is having a hard time staying alive then you can use Fox's Cunning, if you are the lowest DPS but you have sufficient movement speed to get in and out of range then you can use longstrider to help speed things up a bit. Use slashers mark on bosses if you are running with a Guardian Fighter and they don't have the stamina regen to keep up their shield.

I will explain the ones that might not be obvious, but you want to focus on Arm Pen (60% RI) >Crit > Power >  Lifesteal > HP > Defense/Deflect > Regen

CA > AP > AOE Resist > CC Resist > Incoming Healing > Stamina Gain > CC Bonus

Once you have 1200 CA and 60% Arm Pen you wont need them in your boons.

Sharandar

400 Power

400 Crit Gain

AP 3% faster

20k Damage when striking a foe (I use the healing boons for the added survivabilty but if you don't need the heals then chose the damage boon)

135 Power when killing a foe. Stacks 30 times. Lasts 45 seconds


Dread Ring

250 Crit & Movement

400 LS

3% Deflect [I have way too much Arm Pen, I don't need more]

20k HP over time, 4000 Defense when effect ends [This is a great boons as the 4000 defense is alot better than Shadowtouch's second effect]

Deal damage gain stack of "Madness", at 50 stacks gain 4000 Power, LS and Regen for 10 seconds (Works really well for a Trapper due to the DOT's we have gaining this buff is really easy.)


Icewind Dale

400 CA

400 Incoming Healing

2% Crit Sev

2000 Power based on how much Stamina you are missing

Chance when healed to gain up to 3000 damage bonus on next attack [with LS this proc alot and the rest of the boons are not very good anyway]


Underdark

400 Power, 1600 HP

400 Crit, 1600 HP

CA increased by 10%

Control effects will not have a 5% shorter duration when applied to you. [I've reached a point where I don't need as much stamina regen as I used to]

10% damage against demons


Tyranny of Dragons

400 Power

400 Crit

400 Defense [I have more than enough arm pen, but if you still haven't reach 60% res ignored then keep this]

400 LS

5% Crit Sev [Still got 2 points to get, 1 will go in here and the other in LS]


Maze engine

5% LS Sev

400 CA

Stamina Regens 10% faster in Combat

When striking a foe, chance to gain 2000 Crit


Elemental Evil

300 Power & 2000 HP

4% LS Sev & 2000 HP

400 Crit 2000 HP


Storm Kings Thunder

Gain 2% Life steal sev and 1000 HP

400 Stamina Regen and 2% everfrost res

chance when taking dmg to gain up to 2000 dmg on next attack (does pretty much nothing but its better than recovery)

3200 HP and 2% everfrost res

when striking a foe gain a stack, at 10 stacks next attack releases a burst of 10k/12k/14k dmg to targets close (dmg over time effect wont trigger this)


The Cloaked Ascendancy

The boons in this Campaign are well.. Not very good.

When you kil an enemy you have a chance to emit an Aura of Despair that stuns up to 5 enemies within 25 feet for 4 seconds (when it procs it might save your life.)

2% Crit Sev and 1000 Max HP

500 Lifesteal and 2000 Max HP

When you land a Critical strike your stamina regenerates 10% faster for 10 seconds (Can help out when solo)


Stronghold

Ideally you want to have the 8000 Power and the 8000 Defense, but not every guild will have those. Until you do any of the boons will help in some way. Each boon gives 500 Item Level when maxed out so having boons is an easy way to increase Item level

 

Gear

Weapon Enchantment: Dread Enchantment (Higher Crit severity for Encounters only, we mainly only use encounters so this is perfect.)

Armor Enchantment: Soulforged Enchantment (We cant really make use of the very popular Negation Enchantment due to dying so quickly, so when we do drop being able to come back and keep doing damage is great.)

Offensive: Brutals/Azures (I run all Brutals on my self and all azures on my companion currently, you can run all brutals or all azures until you hit the 100% Crit chance, then you can switch azures out and mess around with your enchantments until you have 100% Crit and as much Power as possible

Defensive: Dark Enchantments (Running with all Darks you will have enough lifesteal so that when you are hit due to the amount of DOT's we have you will be back up to full health in no time)

Utility: Dragon's Hoard/Dark Enchantment (With 1 Greater Dragon's Hoard Enchantment and Wanderers fortune this should provide you with enough RP to get your Artifact Gear up. The rest of the slots should be Dark Enchantments to provide you with enough movement.)

Note: If you still need RP only run with 1 Dark enchantment in Utility and then 1 Dragon Hoard 1 Fey Blessing and 1 Quartermasters, make sure save all RP and bags till the appropriate events, only open quartermasters bags on double enchants and runes and make sure you have 11% chance when doing so to get the most rank 6/7 enchants.

Artifacts:

As I don't use a set for a set bonus I can be very picky when it comes to choosing my artifacts.

Wheel of Elements - 1000 Power, 4000 HP, 600 Stamina Gain [This is not a must have straight away but for personal DPS its the best one to go for.]

Lantern of Revelation - 1000 Crit, 1000 Armor pen, 600 Combat Advantage [Useful to use when in the dungeons with more than 5 players or for stronghold dragons]

Sigil of the Controller - 1000 Crit, 1000 Power, 600 Control Resist [A must have, it's got Power and Crit]

Lostmauth's Horn of Blasting - 1000 Power, 1000 Armor Pen, 600 Control bonus [I swapped this out for the Symbol of Water to reduce my arm pen and increase my crit]

Alternatives: Symbol of Water - 1000 Crit, 1000 Deflect, 600 Stamina Gain

Sigil of the Trickster - 1000 Crit, 1000 Deflect, 600 Combat Advantage

Heart of the Blue Dragon - 1000 Crit, 1000 Recovery, 600 Combat

Advantage Tactician's Banner - 1000 Crit, 1000 Movement, 600 AP Gain

Thayan Book of the Dead - 1000 Crit, 1000 Armor Pen, 600 AP Gain [Only really useful if you are heavily lacking in Armor Pen]

Weapons

Main Hand - Trailblazer's Longbow

Melee - Trailblazer's Axes

(Best weapon set for any DPS class at the moment in Mod 10.5)

Alternatives until you acquire the Trailblazer's Set

Main Hand -  Aboleth Longbow

Melee - Aboleth Axes

I would recommend going for the Aboleth weapon set until you can get your relic weapons as they have the same stats just the bonus is slightly weaker.

Main hand Equip power: Hunter's Teamwork/Careful Attack - This will add more dmg on top of the extra dmg you get from having careful attack on a target, and it helps out in boss burning.

Off Hand Artifact Class Feature: Aspect of the Pack - this adds 8% more dmg when near your allies (companions included) alot more than any of the other class features.

Off Hand Artifact Stat Increase: Action Point Gain - since you should cap out on stamina regen and combat advantage really easy the only thing that is worth using is Action Point Gain, granted if you still need one of the others then use them but control resist, AoE resist, Companion Influence and Regen are all pretty much useless.

Main Armor

For your main armour pieces you want to maximize as much Crit as you can till you reach 100% Crit.

Currently I am using:

Jarl's Gaze - 5,877 HP, 2149 Power, 829 Defense

Dragoflight Assault Coat - 21,109 HP, 9 AC, 1406 Power, 973 Armor Pen, 761 Defense

Elven Assault Bracers - 9520 HP, 851 Crit, 567 Armor pen, 482 Defense

Vivified Trailblazer's Raid Gaiters - 14,693 HP, 1290 Power, 860 Crit, 612 Defense, +8% Everfrost Damage Resistance

Gemmed Exquisite Elemental Shirt & Pants - 190 Power, 190 Crit, 190 Armor pen, 112 Defense

For end game you want to aim for all Vivified Trailblazers Raid Gear for the Power/Crit Combo, this will mean you will have to get most of your arm pen from Artifacts or Companion. Although vivified gear is BiS for everfrost zones you don't need to aim for the set IF you can get your hands on the Manticore raid gear which comes from Masterwork Professions, you can either make the gear yourself (long process) or have someone make it for you (easier to do) or buy it straight from the Auction House.

Rings

Ideally you want 2 Legendary Rings, I'm Currently running with 2 Ostorian rings of Dod I am aiming for Greater Ostorian rings of Dod for the double offence, Until you get these or rings similar like the underdark power rings, the Elemental Alliance Assault rings will do.

Neck and Belt

Neck: Company Duelist Cloak - 2 DEX, 2 WIS, 846 Power, 530 Deflect and Lifesteal (6500 Guild marks at the gear vendor)

Belt: Greater Twined Rope of Dexterity

Note: Orcus set would be BiS if it wasn't for the fact the it doesnt proc from thorned roots and as this is one of our main sources of damage the extra Dex from the Greater Twined Rope of Dexterity and the Company Duelists Cloak

While using the Dex belt and company duelist cloak you will gain a total of 6 Dex and 2 Wis, to reach 34 Dex you will need a starting Dex of 20, you gain 7 from leveling taking the total to 27, add on the 6 from gear takes it to 33 and the last point is from having a campfire buff.

Armor reinforcement kits

For your gear you will want to have the Crit kits to help you get to the 100% cap, once you reach 100% you can swap these out for Power. For your other gear, the kits depend on what you want more, Stamina Regen or AP gain

Stats

Standing stats

After Bondings Buff

My armour pen is too high, you want around 6k or 60% Resistance Ignored, once I have my relic gear it should drop. (With mod 12, you will want 80-85% in the new areas but until you get to there 60% is fine)

Currently I have the [Air Archon] as my summoned companion for its bonus and being as it will be in close to all the buffs any power share buffs will affect its power and give me more power via the bondings, as a DPS you want to use Bonding Runestones as they will provide more stats than an augments. If you use the Fire Archon as your summoned companion then you will need to get a Talisman, I am currently using what I can on my Archon, the Bold Necklace of the Companion +4 provides me with the Armour Pen that I need allowing me to be able to swap out my Lantern for something else . The rings I am using for now are the Ostrorian ring of Dod and the Greater ostorian ring of Hellig until I can get my hands on Greater Dods (Drops from FBI or Master Svardbog)

Please note: I will be swapping out my Air archon as summoned when I get good gear for a Sellsword companion and I will be getting rid of the Fire Archon as active.

To reach 100% Crit you will want to put all your offense slots to Azure Enchantments, and your Defense should be Dark Enchantments for that extra Lifesteal or Azures for more Defence.

The rest of my companions I'm still working on, Currently I Have:

[Wildhunt Rider] - On Encounter Use 3% chance to increase damage by 10% for 5 seconds. (procs alot due to spamming encounters)

[Earth Archon] -  Increase your damage against targets by +6% when you are at full health. Each additional active Archon increases this bonus by .5%

[Seige Master] - Deal +4% Increased Damage. This effect is increased to +8% damage while on the Stronghold map. (Raw dmg with no down time just what we need.)

[Fire Archon] -Increase your damage against targets with less than 50% Hit Points by +5.0%. . Each additional active Archon increases this bonus by .5%

Archon additional damage is broken, Don't let that stop you using them though. (This is finally getting FIXED)

[Young Yeti] - On Damage Taken: 10% chance, for you, or your companion, to become blood thirsty, increasing damage dealt by 7%. This Effect is now fixed but has a 60 second cool down, not worth using

When you can afford you will want to get all your Companions to Legendary due to mod 12 giving you more stats for each legendary companion up to 31% of summoned companions stats for having all 5 Legendary

Mounts

Insignia Bonuses

Doing some testing, I have found that these are the best bonuses for me, Protector's Camaraderie will provide you with extra Power and Defense. They are quite self explanatory and should help you towards end game.

The insignia's themselves I haven't focused on yet, but depending on what stats I need depends on the insignia's, I will most likely be using Power.

If you can manage to get your hands on a legendary mount I would switch out Magistrate's Patience if you still need Refinement Points or Wanderer's Fortune if you don't for the insignia bonus Cavalry's Warning and make sure you activate that mount power as often as you can.

Combat Power

Currently I dont have a combat power, but I will be getting the Tenser's Transformation due to how powerful it can be for a dps class.

Equip power

The equip power I have is 2k Power, Ideally you want a 4k Power mount such as the Arcane Whirlwind or Black Ice Warhorse. Since you are aiming for 100% Crit Chance already there is no need to go for a 4k Crit mount as you will most likely reach Crit cap before you get a Legendary Mount.

 

Rotation

With the Trailblazer's set you want to start combat in ranged and fire off your ranged encounters before using your wheel and shifting into it to make sure you get the Overcharge Attack.

Every few rotations in a boss fight you want to apply Careful attack to keep the damage rolling, when entering combat you want to hit the biggest target with Constricting arrow as it will apply the strongest root, if you are using longstrider lead with that as it will provide you with a damage buff and movement buff. After every range rotation you want to use an At-Will/Daily or both to ensure that Plant Growth is cooled down, when starting your melee rotation start with Plant Growth as it will gain the biggest benefit from Aspect of the Serpent. Keep moving as you will die very quickly at lower IL  The rotations I use are below:

Hindering Shot/Strike Rotation:

This is the main DPS rotation I run with at the moment, It keeps Thorned roots and Strong Grasping roots up to maintain high damage, use this for high DPS if you have a good group.

Rotation is as followed: Constricting arrow > hindering shot > cordon of arrows > hunters teamwork (atwill) [Switch Stance] > Plant Growth > Steel Breeze > hindering strike > (if boss apply careful attack) [Switch Stance] > Constricting arrow > hindering shot > cordon of arrows > hunters teamwork (atwill) > Any Daily >[Switch Stance] > Plant Growth > Steel Breeze > hindering strike…. repeat

key note, while using this rotation the longer the fight the more you will have to pay attention to your ranged cooldowns, if you know they are not going to be ready use forest ghost (daily) before using all of your melee encounter that way when you switch to ranged and use constricting arrow you can switch back and melee will be up (you may need to fire a few rapid shots while in ranged to be sure).

Longstrider Shot Rotation:

I use this rotation in big groups such as Demo/EDemo/SVA/MSVA/Tiamat, as there are a lot of players to gain the buff its more effective to use than being a selfish DPS, I will also use this if there is another DPS significantly better than me as they will be doing more damage than to help speed things up.

Rotation is as followed: Constricting arrow > Longstrider Shot > Run towards Target > [Switch Stance] > Plant Growth > Gushing Wound > (if boss apply careful attack) > Move out and Steel Breeze at the same time >  [Switch Stance] >Longstrider Shot > Run towards Target > [Switch Stance] > Plant Growth > Gushing Wound > Move out and Steel Breeze at the same time…. repeat

Key note: if you want to maximize damage with Thorned Roots use Longstrider Shot before Constricting Arrow like in the video.

Fox's Cunning/Shift:

I rarely ever use this rotation anymore, I mainly use this if I am running with a low level tank and DC to give the group better survivability, I will also use this rotation if I feel like trying to solo a dungeon to give me a free dodge.

Rotation is as followed: Constricting arrow > Fox's Cunning > Cordon of arrows > hunters teamwork (atwill) [Switch Stance] > Plant Growth > Steel Breeze > Fox Shift > (if boss apply careful attack) [Switch Stance] > Constricting arrow > Fox's Cunning > Cordon of arrows > hunters teamwork (atwill) > Any Daily >[Switch Stance] > Plant Growth > Steel Breeze > Fox Shift…. repeat

Archery Style Rotation:

This rotation is no longer needed as you can easily just have an archery Loadout but its still fun to use at times keeping almost 100% upime on Longstrider's

Want to know what this build can do with practice?

This is a solo Shores of Tuern I did, it was a very tough fight and I had to switch up a lot of things. But in the end I pulled it off, granted with a lot of deaths but it was worth it.

I attempted a solo Lair of Lostmauth and it was a success, the only part I struggled with was the first boss over 50% HP. Once he was no longer on the drake, the drake didn't hit as hard and as he moves slow I could just bounce around both of them and avoid his attacks.

Final Notes

One thing I cant stress enough to people is how important Bonding Runestones are, they provide a huge stat increase and are the best thing you could invest in. max out your Bonding Runestones as soon as possible.

Thank you for putting the time into looking at my guide, if you notice anything wrong with the guide or things don't sound right let me know and ill fix it asap. Had a lot of good feedback from my build, feel free to post a comment about your experience using my build and if you find things that could be improved.

 

Change Log

All major updates to this guide will be posted here and small tweaks will be notes but wont be explained unless they need to be.

  • {24/07/17} Added tabs to make the build cleaner and easier to navigate
  • {24/07/17} Updated mount section to include Mount Combat Power and Equip Power

 

*Check back later for updates*
*Still to come*

A new Tab for each loadout I use will be added once I have refined them all,they wont be in depth just an overview of what they include

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